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“Writer’s room” in the classic media sense means: collaboratively determining the outcome or totality of the narrative. BITD/PBTA resist implicitly any control of the narrative. At most, you’re asking a player for some details about elements of a singular scene that will still require rolls /...
I honestly think you've missed the thrust of the argument here, which was more around creative vision and impulses, and less about say beta testing. Most of the indie game sector at most has a small amount of testing done to ensure mechanics aren't horribly broken, but the creative thrust is not...
This may be true for software design in a commercial setting, but the context here was creative works. Lots of people are making games, digital and otherwise, with at most small scale “does this break” testing and input and not looking for creative vision feedback.
Flee, Mortals! still has what are essentially Legendary Resistances for certain solos - they just have an interesting tradeoff that diminishes the monster some how, and thus feels better for the players (along with giving a counter of how many resistance tokens the monster has). I feel like...
I just wrapped up watching a GDC Indie talk by Jeff Vogel of Spiderweb games - he notes that for his entire game making career he's ignored his forums/steam pages/feedback, made the games he wants to make that fit within his capabilities, and if those stop selling he'll retire and go sell shoes...
Can you talk a bit about why you think this is so required? I've seen lots of designers/creatives say the exact opposite on top of successful games and careers, so I'm struggling to figure out why you think this is so important - outside of shareholder responsibility type requirements to get...
To add something substantive, since I found the video in post #177 interesting, I understood the presenter's arguments are mostly this:
"A cursed problem is an unsolvable design problem, rooted in a conflict between core player promises." Essentially, a game will explicitly or implicitly...
That’s not actually an answer, fails to engage with his argument at all, and also shows a lack of understanding or refusal to consider what a “cursed problem” is in the defined context.
Perhaps instead of simply dismissing an entire well reasoned talk with 5 words, you could share why you think the core definition of a cursed problem is faulty in your eyes? After all, per his definition if it was solvable with hard work and creativity it wouldn't be cursed.
Given that this is...
It’s generally not uncharitable to assume somebody didn’t watch or read something when their immediate comment is addressed in the initial portion of an author’s thesis/argument. Knowing that you have in fact watched it makes your statement make even less sense.
If you cared to watch the video, you'd see how he actually walked through the fact you can't simply "solve" a cursed problem, because if you could it wouldn't be cursed per his definitions. Instead you wind up sacrificing something in either player or design objectives to solve it (or you don't...
Voted somewhat unsatisfied: while I have (2) groups that share 3/4 people and are lovely, my longest term group I’ve told I won’t be re-upping after we wrap the campaign soon. 2 players want OC style play, which I’ve realized im fundamentally not interested in and a 3rd simply never cared to...