CGD Episode 26: Auro, and my change in philosophy

works

This episode is undoubtedly my most vulnerable episode, wherein I talk about the failure of Auro, a game that I believe in strongly and which I worked on for six years. I talk about the process and the struggle of dealing with that and how it has re-shaped my way of looking at art. It’s a short episode, but I had to talk about this before I talked about anything else.

The above Venn diagram, which kind of expresses my recent dramatic change in philosophy, was based on an off-handed remark from a recent David Sirlin article.

Thanks for listening, and as always, you can support my work on Patreon.com.

Why You Need the Clockwork Game

Let’s start from scratch. You’re a game designer. How can my work help you?

If you’re the kind of designer who wants to tell a good story, create a lush immersive atmosphere, express a social value, or just embrace the latest in graphics technology… this article – and most of my game design-specific work – isn’t for you.

But there’s a ton of designers out there who want to make a little “fun machine” – an interactive system where the player is doing stuff, gaining mastery, and being otherwise entertained for reasons other than atmosphere, story, social values or those sorts of things. Continue reading “Why You Need the Clockwork Game”