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Phases of Growth in Game Design
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<blockquote data-quote="Breaking Star Games" data-source="post: 9710894" data-attributes="member: 7042067"><p>The real classic is working a ton for a few months then your design interest peters out and any fans you have are left with just a google doc. I've read many of these and found some of the most innovative and creative mechanics (and plenty of reinventing the wheel).</p><p></p><p>I keep running into evidence that you should design early and many different systems. You need to design to "get the suck out" and become better just like any skill. Also, creativity works best when you have multiple projects. </p><p></p><p>But my personal path has been reading tons and tons of design before attempting much of my own. Finding a game that <em>almost</em> hit on exactly what I wanted (Scum & Villainy) then spending months reading more similar designed games, but none had everything I wanted. Seeing this niche that I wanted filled and working solely on that. All other game ideas get written down but will probably never go past idle thoughts and notetaking because playtesting, layout design, actually writing the game and finetuning rules is so much work for a hobbyist.</p><p></p><p>Also, I get a little disappointed when I see someone who is clearly a genre expert and leading in the field of that design, then they move on never iterating on it. So, I always appreciate designers like John Harper returning to Blades in the Dark and Mark Diaz Truman to Urban Shadows 2e. Already just after a few playtests, I can feel that desire to try new things. But I don't have the time to become an expert in 10,000 kicks, so I will practice "one kick 10,000 times."</p></blockquote><p></p>
[QUOTE="Breaking Star Games, post: 9710894, member: 7042067"] The real classic is working a ton for a few months then your design interest peters out and any fans you have are left with just a google doc. I've read many of these and found some of the most innovative and creative mechanics (and plenty of reinventing the wheel). I keep running into evidence that you should design early and many different systems. You need to design to "get the suck out" and become better just like any skill. Also, creativity works best when you have multiple projects. But my personal path has been reading tons and tons of design before attempting much of my own. Finding a game that [I]almost[/I] hit on exactly what I wanted (Scum & Villainy) then spending months reading more similar designed games, but none had everything I wanted. Seeing this niche that I wanted filled and working solely on that. All other game ideas get written down but will probably never go past idle thoughts and notetaking because playtesting, layout design, actually writing the game and finetuning rules is so much work for a hobbyist. Also, I get a little disappointed when I see someone who is clearly a genre expert and leading in the field of that design, then they move on never iterating on it. So, I always appreciate designers like John Harper returning to Blades in the Dark and Mark Diaz Truman to Urban Shadows 2e. Already just after a few playtests, I can feel that desire to try new things. But I don't have the time to become an expert in 10,000 kicks, so I will practice "one kick 10,000 times." [/QUOTE]
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