More game design advice: Getting through the muck : comments.
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Q: Audience
How do you define your Audience? I mean, i've got a lot of different types of Gamers around, and they've all bring different Creative Agendas...
How do you define your Game, the one you want to play and are therefore writing, for it's players, without having only those types of players around to ptest it? And on the flipside, how do you have them around and not have simple yes-men?
In addition to your former post i find myself adopting rules suggested because i react with the "oh...you want that, huh? Well...i guess it can be that, then..."
How this RElates:
The biggest part of muck for me is getting to a point where i want to work through the real, hard, grindy parts (right down to book layout, typoes, and abstract discussions). But without people around that really, really want to see that same thing you're doing it all alone. And that's tiresome. It deviates you. Muck, for me, is not having a creative team to work with.
Did you have a team? How did they function? How much were they there for you/cooperate with you during the Muckphase?
Re: Q: Audience
I also, in the words of John Tynes, write for people who "Are my age, with my interests, who are me."
This is actually less flip than it first appears. To be able to write a game for people who are your age, with your interests, who are you involves a lot of self knowledge, either consciously or intuitively.
yrs--
--Ben
Re: Q: Audience
At the end of the day if I've made something I like then at least one person in the world is happy, even if the rest of the world absolutely isn't. (In which case the rest of the world can bite my shiny metal ass.)