P H Lee ([personal profile] p_h_lee) wrote2013-02-25 11:12 am

Some game design desires

So here's some things about games that I design and that I like. I like, and thus make, games that:

1) Escalate conflict. For whatever reason we got caught many years resolving conflicts instead of escalating them. But that's not how stories work; that's not how life works. Engaging fiction means engaging conflicts, so I want a game which will help push us towards making engaging, intense, escalating conflict situations.

2) About stuff that matters. For me this is sex, love, politics, culture, self, violence. But for you it might be something else. What's important is that the author is writing about stuff that matters to them and their audience.

3) Particular. The game has rules that matter (even if they go unused in a particular case) and generally only has rules that matter. The game is unique to its subject matter, author, and audience.

4) Fast. Not necessarily "short" but "fast." More time spent playing the important parts, less to no time spent not playing, or playing out trivial bullshit. If process interrupts play, it'd better be for a good reason (better still to integrate process entirely). If play is allowed to drag out into trivial bullshit, it'd better be enjoyable trivial bullshit.

5) Anti-narrative. I like stories ok. But what I really like is anti-stories, which don't end, which don't begin. Games are best when they give me an experience -- that is, something to tell stories about -- rather than a story itself.

6) Permanent. I like to play games with real stakes, for keeps. I want to come out of a game a different person than when I went in, in small ways or large ways. I want to know things about the people I play with -- including myself -- that I never knew before.

Not included is basic shit like the rules actually work and aren't socially toxic because Jesus Christ this isn't 1997.