Original Post
One of the ideas I've been tossing around doing for a while now is one where I present a given topic or mechanic in game design, get designers (professional or aspiring) to talk about it for a week or two, and then I would put together a conclusions article with aggregated responses and thoughts on all sides of the discussion. This is my attempt to do that. This attempt was also written entirely between compile and execution times (and lunch!) while at work, so if I left anything out forgive me, mention it, and if this goes well it'll be included in future discussions. Guidelines Here are some of the rules/guidelines it would be nice to have people adhere to (or read and then willingly ignore):
- What I write as part of the topic description is not intended to be an argument for or against a given mechanic, nor does what I write necessarily reflect my full thoughts on an issue. It's mere intended to be an introduction to the topic that, hopefully, more people will expound on.
- The goal here is to talk intelligently about the topic at hand, as such, any responses would hopefully attempt to make some sort of argument.
- An argument does not have to be lengthy to be well-constructed or well-written.
- Don't just toss in buzz words for the sake of using buzz words; the idea here is to discuss the mechanics at hand for the purpose of determining why they are good or bad and to convince other people of your own perspectives. Tossing in buzz words "just because" does more to segregate a discussion than promote it.
- This post will actually be closed when the deadline is up as to keep the discussion fairly self-contained. The closing date for these is up in the air at the moment; this thread will be closed either a week from today or two weeks from today (depending on the number and quality of responses received).