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Member Since 23 Apr 2000
Offline Last Active May 24 2016 06:17 PM

Posts I've Made

In Topic: Adding a theme to a prototype

24 May 2016 - 06:20 PM

Those are some awesome ideas! The egg idea sounds cool. Cooke clicker, that's clever. :)

Erm, Candy Crush and Cookie Clicker are existing games, I was mentioning them because you can see their graphics and audiences as examples.

In Topic: Adding a theme to a prototype

24 May 2016 - 03:38 PM

Hmm you mainly want round objects for your characters in that kind of game.  So I'd make a list of things that are more or less round and pick your favorite as the core of the theme.  Some examples to start your list:

Eggs - if you collect enough, one hatches as a reward-animation?  Merchandisable as fabric eggs which contain baby plush animals

Cookies - like candy crush, cookie clicker

Stars and maybe planets - could have a space theme or perhaps a show business theme

Sports balls of various types - might appeal to an untapped male audience segment compared to existing games


Sand dollars, sea urchins, anemones, starfish

In Topic: maybe it could, possibly, this pass, do THIS sort of thing, for now

18 May 2016 - 09:46 AM

From the side of a young or inexperienced designer, it can be baffling that some people don't want room to add their own interpretations and decisions in a development process. :D  Took me years to really grasp that some people aren't like me in being compulsively creative and offended if they aren't treated as a partner who deserves a say in the design process.

In Topic: Most important principles of game design?

06 May 2016 - 11:01 PM


The actual problem you have, the X of the X Y problem, is: "What do your students need to learn to be able to design a game?"

You however are asking Y: "What can you, with the least time spent on research or teaching, teach that has something to do with game design?"

Being in a hurry is very detrimental to all of teaching, learning, and especially designing.

In Topic: Most important principles of game design?

06 May 2016 - 04:35 PM

It sounds from your responses that there are no hard and fast basic principles. I am reading Fullerton's book and she goes over things like conflict, objectives, procedures and rules. There is a lot and I don't want to waste time with things that won't carry over into digital. Someone who teaches table top game design said they find the two most important concepts to be conflict and iterative design. But what about all the other stuff that makes up a game? 

Clear example of The X Y Problem here.