The 100:10:1 method – the heart of my game design process
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The 100:10:1 method – the heart of my game design process
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Re: The 100:10:1 method – the heart of my game design process
#2It's interesting that he talks about software, I've thought a couple of times if it's possible to produce generic board game design software but I'm still not sure.
Re: The 100:10:1 method – the heart of my game design process
#3All 3 games I have seen are quite innovative pieces which took the author years to implement and perfect. The games are quite impressive, and are equivalent to innovating "chess".
On the other side one can argue, an incremental evolutionary approach to innovative games, or an agile approach would fit the current times, better, due to the rapid rate platforms maturing and disappearing. For example, I could take "chess", or mahjong and create variations to it in quick iterations with a focus on process.
Re: The 100:10:1 method – the heart of my game design process
#4Phase two of this approach, developing 10 prototypes over the course of 6 to 12 months, sounds incredibly labor intensive. Perhaps prototyping board games is easier than prototyping video games. But this seems like it would be a difficult phase to get through, either as a side project, or doing it commercially full time.
Re: The 100:10:1 method – the heart of my game design process
#5At first I was thinking that the methodology described appears to be waterfall approach to innovation with bing bang brainstorming and selection. All 3 games I have seen are quite innovative pieces which took the author years to implement and perfect. The games are quite impressive, and are equivalent to innovating "chess". On the other side one can argue, an incremental evolutionary approach to innovative games, or…
Re: The 100:10:1 method – the heart of my game design process
#6At first I was thinking that the methodology described appears to be waterfall approach to innovation with bing bang brainstorming and selection. All 3 games I have seen are quite innovative pieces which took the author years to implement and perfect. The games are quite impressive, and are equivalent to innovating "chess". On the other side one can argue, an incremental evolutionary approach to innovative games, or…
Re: The 100:10:1 method – the heart of my game design process
#7This also reminds me of how 35mm street/photojournalists work (see, for example, Garry Winogrand, or Josef Koudelka, or Robert Frank). One makes tens of thousands of images, culls them down via work prints to hundreds, then choose a few dozen to print well as the final work. The final images appear inevitable, though it's unclear if there was something magical in the moment of the photography, or the culling process is the secret. See http://www.nga.gov/content/ngaweb/features/robert-frank/the-... for an example of Robert Frank's contact sheets and how he homed/honed in on an image.
EDIT/ADDITION: A fiction writer I met teaches her students to make three passes at their work. As I recall, she described the first being for ideas, the second for intentions, the third is to make it read as inevitable.
Re: The 100:10:1 method – the heart of my game design process
#8I assumed this was about video game design, and it took me a minute to catch on that it was board games. Phase two of this approach, developing 10 prototypes over the course of 6 to 12 months, sounds incredibly labor intensive. Perhaps prototyping board games is easier than prototyping video games. But this seems like it would be a difficult phase to get through, either as a side project, or doing it commercially ful…
Re: The 100:10:1 method – the heart of my game design process
#9At first I was thinking that the methodology described appears to be waterfall approach to innovation with bing bang brainstorming and selection. All 3 games I have seen are quite innovative pieces which took the author years to implement and perfect. The games are quite impressive, and are equivalent to innovating "chess". On the other side one can argue, an incremental evolutionary approach to innovative games, or…
Man, if only we could come up with a good "fun to play" metric for board games, I'd love to play a board game that were produced by a genetic algorithm.