Inspiring
So this is an inspiring article.
And Raph Koster adds some commentary.
What I'm worried about now is publishers saying, "Hey look, these guys can prototype a game in seven days. How come you need six months to do preproduction?"
But not really.
One interesting thing in the article is the anti-brainstorming stuff. And while I agree that brainstorming is bad for inventing things, it's good for collecting. That is, lots of people on the team already have good ideas that they came up with by their lonely selves, and the brainstorming meeting is a good way to harvest.
And while it may be bad for new coming up with new mechanics, it's pretty good for coming up with content.

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