and crucially, the observation in here that you can start with either end -- the experience you want or the systems -- but you gotta make them meet in the middle.
These days, game design is generally taught as "decide on your experience, and fit systems into that." But I favor being open to starting from either end, and also in general think that focusing so strongly on the experience has a LOT of dev pitfalls:"
Lastly -- starting at this end is just as artistic as starting from a chord progression, a cool synth sound, a color palette, or a piece of wood with interesting grain. Just as with any other craft-centric view on things, it's fine to start at a formal or an experiential end -- both are artistic.
which leads to
https://www.raphkoster.com/2014/01/15/a-vision-exercise/
and its critique counterpart:
https://www.raphkoster.com/2014/01/06/how-i-analyze-a-game/
and crucially, the observation in here that you can start with either end -- the experience you want or the systems -- but you gotta make them meet in the middle.
These days, game design is generally taught as "decide on your experience, and fit systems into that." But I favor being open to starting from either end, and also in general think that focusing so strongly on the experience has a LOT of dev pitfalls:"
https://www.raphkoster.com/games/presentations/rules-of-the-...
Lastly -- starting at this end is just as artistic as starting from a chord progression, a cool synth sound, a color palette, or a piece of wood with interesting grain. Just as with any other craft-centric view on things, it's fine to start at a formal or an experiential end -- both are artistic.
FWIW, I have an MFA. :)