199 karma · joined November 23, 2020
Feel like these things happen all the time in software as creative projects? Could be a tool for attracting design talent / interest?
shrug. It’s a nice typeface, cool project.
If streaming becomes metered on $/unit (article/track/episode? Or minutes/words?) then I think the Costco model would actually be in play?
Edited for typos
Finding a lay down on an accu-pressure mat very helpful these days (tho a bit steeper adoption curve tbqh)
Reading a bullet point summary of Moby Dick certainly would compress the time required to understand the plot.
Isn’t the prose or phrasing part of the transmission?
I found trying to make demos of individual mechanics pretty critical. Like any design process: high volume, low(er) fidelity until you find a meaningful direction (best case: lots of play testing from folks who are not the creators)
Even really abstract approaches for balancing XP a character, or moving on screen in a unique/tricky way can be useful to look for a signal of enjoyability (which option do folks want to replay, which do they seem less interested in… and why?)
I often try to think about the “play” part (pure delight/fun) vs the “game” part (winning conditions, confounding advantages, etc) separately
Last, I enjoyed talking to people (including myself) and trying to dissect WHY they like the games they like. There are genres and typologies that can be interesting creative inspiration (a game with a sudden-death condition mixed with the thrill of a race)
Try to make COMPLETE demos (beginning, advancement, winning conditions) and also honestly concept art (tell the visual story, we eat w our eyes first)
And just have fun! Man I am jealous, no time for games these days :/
I think you’re being a bit too charitable with the record industry IMHO. Buying records is “Consuming Content”, the experience is of your own creation.