Sin Aesthetics

In which Mo explores the social pathology of roleplaying and begins to experiment with game design.

Sunday, March 19, 2006

Game Chef Hangover

Man I'm tired.

Of course, work would ramp on up the stress the week of Game Chef. I feel like I've been staring at a computer screen for six days solid (oh wait, between work and designing I have). So the game is called Crime & Punishment and it actually got done and sent in on time. Considering that I didn't even really intend to do Game Chef, I think that's pretty good all on it's own.

It's a game built to create procedural dramas in the tradition of Law & Order, Law & Order SVU, Law & Order CI and Without A Trace. It can also be, I think, pretty competently used for CSI shows, but I don't watch them so I am less sure. We had a playtest last Wednesday, and it was a pretty high-engagement very thinky kinda game, which is to say I had fun, but it felt like an RPG boardgame. I suspect, considering the main theme was time, and the kinds of intervals allowed, that this was one of the intents of the competition.

The thing I find funniest about game design, is that I never try and design the kinds of RPG's that I really enjoy the best. I don't think that's very unusual from what I've been hearing from some other folks. Despite that, I find it pretty strange. I guess I build "T" games cause I'm a "T" person and when performing a design activity, I draw on all my "T" strengths. When I game, I become an "F" person. I'm not sure I know how to "T" my way into designing for and "F".

I'll have to muse on this one.


Anonymous Claire Bickell said...

Ooooh, interesting. I want to play. Not as a game of my heart, but it sounds fun and different.

3/23/2006 01:06:00 AM  
Blogger Mo said...

Cool! If you do, please let me know what did or did not work.

3/23/2006 01:47:00 AM  

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