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.
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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