I'm nearly finished with a preliminary verion of my cooperative drawing adventure game. I've got a basic framework in place that I think I like, that captures much of the coolness I had in mind when I first hatched the idea. The basic steps in front of me now are:
- Nail down a board design and final version of the rules
- Playtest the basic drawing mechanic, which can be done independently of an actual prototype by just using pictionary cards.
- Produce an actual prototype and playetest it
I'm not quite ready to publish the details yet, but assuming the game's not as good in practice as I'm envisioning (they rarely are), I'll likely lay out the problems as a retrospective look at the design process. My process has grown a lot since the designs described in my previous Mistake articles, but I still sense that I'm stumbling down a flawed path. I'll see if that's true soon.
In the meantime, I still like the setting, which is an embodiment of mental states to be explored and escaped, in the form of gloopy forests, shadowy forms, sniggering imps and flashes of clarity. That's a vague description, but I've started to see the world as being several things at once, resisting the urge to lock it into a wholly consistent metaphor. Such an approach won't hinder the game, and is perfectly in line with the feel that the game is likely to evoke.
I've been mulling names while I write this, just as a way to refer to the project. I may well just call it Vague.
Sunday, September 9, 2007
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