Indie Insights: A Weekly Live Show Where I Give Feedback To Games In Development

Indie Insights: A Weekly Live Show Where I Give Feedback To Games In Development

Happy to have Militia included in tonights episode of Indie Insights! Can’t wait to get greenlit on Steam and share Militia with more people!

To everyone who has voted for Militia on Greenlight, thanks! If you haven’t yet checked out our Greenlight page, here is the link! Would love it if you give Militia your support!

http://steamcommunity.com/sharedfiles/filedetails/?id=523890348

Clockwork Game Design: Episode 7 – Grinding, Toys, and Value

Clockwork Game Design: Episode 7 – Grinding, Toys, and Value

I often encounter the opinion or perspective that exploitative mechanics like random loot drops, grinding and RPG mechanics are fine to have in games because people ‘enjoy’ them, and enjoyment is ultimately the goal of a game, and it’s impossible to show one kind of enjoyment to be superior or inferior to another.

Listening to Keith’s latest podcast episode, I was particularly struck by a particular section. He talks at length about how in a well-designed game of strategy, playing it is about pursing a discipline, or about mastering a system (becoming “good” at something). He goes on to say that the process of becoming good at something requires focus, perseverance, creative thinking and reasoning, all of which are desirable human attributes. In this way, well designed games provide tremendous value to those that play them, in much the same way that consuming any art provides value. And this is FUNDAMENTALLY different from a fleeting, shallow and ultimately exploitative experience.

Thanks for putting feelings that have been jumbling around my head into words Keith. Again.

The Clockwork Game Design Podcast: Episode 6 – Discussing the Discussion with Richard Terrell

The Clockwork Game Design Podcast: Episode 6 – Discussing the Discussion with Richard Terrell

Cool podcast interview with Keith Burgun and Richard Terell. Both are among  the more formalist game designers out there, and actually give guidelines about what constitutes good game design, which is a great thing to do for a new discipline! Even if those ideas turn out to be wrong, we need to establish them and have the conversations, rather than shutting down and simply saying that it’s all art and that everything can work.