benlehman: (Default)
benlehman ([personal profile] benlehman) wrote2009-08-29 11:44 am

Bad Game Design

(mostly for my own benefit.)

So when people come to the Forge and read the GNS essays and get all excited they often design a bad game. Also, when people play a story game and get all excited they often design a bad game, not understanding that you can't just throw design tools together.

Anyway, about four years ago, a guy named Roger drew a fantastic picture of just this sort of bad "narrativist" design and bad "gamist" design (respectively) on Vincent blog. Four years ago, and we're still fighting this stuff today.

[identity profile] gillan.livejournal.com 2009-08-30 02:29 am (UTC)(link)
"I want to make a game about rebellion. So first, we'll give all the characters a Rebelliousness stat!"

[identity profile] l-the-fangirl.livejournal.com 2009-08-31 10:04 pm (UTC)(link)
Come to that, I think this is PRECISELY why Bishoujo Shinigami never worked; the arrows were a leeetle too close to pointing directly at the premise.

I need to revise that now.