by Jeff Tidball | Jun 30, 2011 | Design, The Work, Writing
Good enough, for those that seek perfection, is what we call it when it’s sufficient to surpass the standards we’ve set. Anything beyond good enough is called stalling and a waste of time. Per “How Do You Know When It’s Done?,” on Seth...
by Will Hindmarch | Jun 11, 2011 | Design, RPGs, Websites
Just a quick note tonight. If you haven’t yet read it, you might well find something provocative in Ben Lehman’s newest guest-post at Vincent Baker’s blog: Rules and Their Functions. Besides being a thoughtful read on its own, it has got a great...
by Will Hindmarch | Jun 3, 2011 | Design, RPGs
Did you read these posts? Over on his blog, Ryan Macklin wrote about what he calls use-whenever stats and why they don’t quite work for him: Give me a situation and a generic approach, and I’ll make them fit. Which really means I have these three stats: d10 Be a...
by Will Hindmarch | Jun 1, 2011 | Design, Story, Video Games
IGN Australia asked a wide array of video-game developers about the role of storytelling in games and got a lot of good answers. In this first part of a three-part feature, IGN asks “How has storytelling in video games matured over the last decade or so? Has it...
by Will Hindmarch | May 14, 2011 | Design, RPGs
Here’s something I found in the drafts folder that I should’ve posted eons ago. Over on Story Games, I once clarified a bit of foggy thinking that I’d wandered into last year, surrounding the roleplaying game, Apocalypse World (about which I have...
by Jeff Tidball | Feb 8, 2011 | Business, Design, Video Games
Daniel Clark blogged at Lostgarden recently about the Declaration of Game Designer Independence. More interesting still is the unfiltered Project Horseshoe group report that includes and precedes the Declaration. It advocates—among other things—a certification board...