I didn’t intend for my post on the role of craft in game design to be the start of another series of articles, but it appears that there is some demand for more on the topic. Well, from Ryan Macklin and Seth Ben Ezra anyway. I guess I’ll try writing a couple more pieces and see how it goes.
Seth suggested that I dissect a few games, looking at the craft (and lack thereof) in their designs. Doing an adequate job of this for an entire game would require a pamphlet, not a blog post, though, and I’m not up to taking on such a large project. Instead, I’m going to pull out individual rule systems, or clusters of closely-related systems, and discuss them. So far, I have four subjects in mind, and we’ll see if there is demand for more after that. Read the rest of this entry »
