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BURNING EMBERS

This short essay/manifesto is a chunk of my thoughts on game design---specifically on what "game" means, what "designing" is, and how you should approach game design.

I've kept it short and sweet. There's only 1 page, and it's just to the right of here. These thoughts aren't detailed, but they are precise. I wrote this piece for the TTRPG Manifest Jam which encouraged its participants to take strong stances, so that's what I've done here. I believe that:

  • A "game" is a specific kind of thing, it has known and observable traits which something must have in order to be called a game.
  • "Game," however, isn't a value judgement. The point of the term is to enable communication about what a thing is, not its worth.
  • Game design is just as precise as it is emotional, and there is a correct way to design games.
  • Correctly designed games deliver specific experiences and emotions through the act of playing with them.

While I didn't say such in the essay, I also don't think that TTRPG design is substantially different enough from video- or board- or card-game design to warrant unique exceptions in design theory or labels as folk art. 

It is just game design, and treating it as its own, special-little-thing with a list of must-haves results in incestuous designs as devs constantly reiterate on the same handful of formats that others have bestowed upon them.

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This essay is, in large part, a reaction to a handful of discord servers and subreddits that I'm in, so I'm interested in seeing what is going to be said by those not in those places.

Published 22 days ago
StatusReleased
CategoryOther
Rating
Rated 4.8 out of 5 stars
(5 total ratings)
AuthorThousand Embers
Tagsessay, Game Design, No AI

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Burning Embers Game Design Essay.pdf 89 kB