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Mission Statement?

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Anonymous

Ok...first I'll say that I feel like I'm butting in here.. that this collaborative effort was meant to be for non-professionals and that any contributions I might think I'm making are deservedly less welcome than were I just an amateur game designer.

First... there isn't a heckuva a big difference between an amateur and a pro... pretty much it boils down to that the pro has been paid for his ideas once or twice.

Second, my opinions are in no way any more apropos or accurate than any one else's. If I had that much of a lock on 'knowledge of gaming' I'd be fabulously wealthy by now.

...having thus said...

I think where you REALLY need to start is here: Why are you creating this collaborative design?

Is it in hopes of creating a product for market?

In hopes of creating a product that might be sold direct to consumers from sites such as this one?

Create a game that the designers and visitors here can download and create with their own equipment at home?

Just to have some fun and create a game that the designers will enjoy playing, with no regard to the ease with which it might be ported into either the market or home manufacture of created components?

All of the above answers are 'correct' insofar as they go... but anyone involved should know the hoped-for outcome, I'm thinking. I know it sounds corny, but I think your collaborative effort needs a 'mission statement'.

...just my two drachma.
XXOOCC

FastLearner
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Joined: 12/31/1969
Mission Statement?

The idea for the CGD and the original discussion surrounding it all came up in one of the regular chat sessions, and was further discussed in a couple of other sessions.

The "purpose" of the CGD -- as I perceive it, and I'm very open to other interpretations -- is to provide an opportunity for people who are interested in game design to effectively discuss and compare notes about designing games in the context of a group design effort. I see it as a thought workshop, an opportunity to kind of show our "processes" and reasoning behind designs, hopefully learning a lot as we read other people's ideas and processes.

The end result could be a game that only a big company like Ravensburger could produce in mass quantities, or it could be something simple and small enough that people could download it, print it, and play it themselves: to me it doesn't really matter much. The point of the CGD as I see it is an exercise in game design, a framework for discussion. In order for it to be effective we certainly need to work to create a playable and fun game or the exercise won't be a useful learning experience, but it doesn't matter much how realistic the game might be to produce just yet.

Future sessions can have more refined goals, if we want, from producing something folks can download and play inexpensively to producing something licensable; whatever you folks decide. For this first one, though, I see it primarily as a thought experiment and a sort of "school" where we're all students and teachers both.

Personally this first CGD is also about trying to get a usable methodology in place for being able to do CGDs. I'm unaware of any previous efforts where anyone has tried to get a dozen or so different designers to work together across the net to create a board or card game, so I don't know the "best" way to do it yet. My personal goal is to to suss out a methodology that works reasonably well so that future CGDs can work as smoothly as possible.

It's not unlike my early game designs (excluding stuff when I was a kid): I knew they weren't going to result in good games, but I also knew that I'd have to go through a few dozen crummy games in order to start getting some good ones. There was absolutely nothng wrong with doing those first designs, mind you; in fact, they were essential in order for me to work out the thought processes required to design decent games. Here I'm hoping to work out how a group of near-strangers who never meet can design games together.

As for amateur vs. pro, it's utterly irrelevant in this context. It's not obvious but this is a private group -- the public can't see this forum. The 22 or so people who have either regularly posted here or have been involved in chats can all see and participate, but no one else can. That means that if you can see the forum, you're invited to participate. :) Your thoughts are very welcome indeed. (BTW for those curious it's not a private forum to keep the results "secret" or anything, but rather is private to keep the signal-to-noise ratio up a bit, limiting comments from the "peanut gallery.")

To sum, as far as I'm concerned this CGD is an opportunity for people who love to design games to learn from each other, and secondly (and personally) is an opportunity to try to work out a collaborative game design process. The result is hopefully a fun game, but most importantly we will have all taught somethng and learned something.

How do others see it?

FastLearner
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Joined: 12/31/1969
Mission Statement?

To add two more cents, I don't think the CGD as it's currently structured can ever have its designs published except for free download (at most). We have no formal or even informal legal agreement about ownership in place, and at this point can't realistically: if I had a piece of paper in front of me with, for example, Jeff Warrend's signature on it, I'd still have no way to prove that the guy posting here as "jwarrend" is the guy who signed the paper. There'd be quite a bit involved in setting up something that ever had money near it.

Anonymous
Mission Statement?

Thats VERY true... so we're kinda 'just for funnin' this one, which is ok too.
I have several full-blown prototypes in that category - games that will never see actual print for reasons that will become obvious once I list the titles:
Kill E.T.
The Castle of the Nameless Stains (an rpg adventure!)
Probing the depths of Uranus (although the gang out here is trying to convince me that that one is printable)
and a 'Harlequin-esque' dime novel called, "Vixen the Untold Story"
(about Vixen the only doe reindeer on Santa's team, and why she masqueraded for years as a buck).

sedjtroll
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Joined: 07/21/2008
Mission Statement?

The CGD project is definitely about designing a game. Not marketing or even producing it. The idea is to get a game together through the group effort which is playable and fun. A game that works, is complete, and doesn't suck.

I don't think anybody believes it will be published, so if we use 177 tiles, 4 colors each, and solid gold pawns it would be fine. Rather, the materials don't need definition because that's not the point.

I think I speak for just about everyone, I don't recall seeing anybody post anything to the effect of production or marketing of this game (hence, copyrighted material is fair game).

- Seth

Scurra
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Joined: 09/11/2008
Mission Statement?

Last December I participated in the "Game in a Day" project at the London Dragonmeet RPG convention.
From a blank sheet of paper at 10.30am, we ended up with a nicely laid-out 24-page RPG rulebook by 10.30pm (with bonus John Kovalic "Dork Tower" cartoon too that was specially produced on the day!)
But the exercise wasn't to produce something to publish (although the end result was extraordinary, considering the conditions...) but to let a bunch of like-minded individuals see what could be done under severe contstraints.

The fact that no-one tried to kill anyone else was largely down to an understanding that the only way it could be done was to let people simply get on with things. Yes, I admit there were some heated arguments (often involving me, since I was the rules team by the end of the day ;)) but we all compromised in the end to produce something.

Now clearly here we are not operating under the same constraints (the time-scale most notably!) but a lot of the same aspects are still going to be evident. At some point we are going to have to create a template that we can all agree on, and then ask specific people (or groups of people) to make direct proposals regarding aspects of that template (I've made a bit of a start on that in the main thread).

Oh, and FL - please note that I am not trying to usurp the Project Management position here :) I think that the group discussions seem to have led to some very concrete proposals, but I feel we are now in danger of losing our way.

Anonymous
Mission Statement?

...and let me re-assure everyone... designing just for fun, and as an intellectual exercise, IS one of many possible correct answers.

...I do think we all want this to be playable, however, even if impractical.

...and we need to figure out how WE'LL all play it when its done if nothing else :-). Solid Gold pawns might be a bit much even for home-built prototypes.

...and I will confess to having done this for a living too long. My little voice immediately raises questions of practicality for publishing when I look at ideas... I will endeavor to simply ignore my little voice and suggest that it go soak its head :-).

XXOOCC

FastLearner
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Joined: 12/31/1969
Mission Statement?

Scurra wrote:
Oh, and FL - please note that I am not trying to usurp the Project Management position here :) I think that the group discussions seem to have led to some very concrete proposals, but I feel we are now in danger of losing our way.

Dude, it's not even the tiniest issue. As I stated above I'm trying to figure out the best way to do this at the same time as participating in it, so any suggestions are absolutely welcomed. Personally I think things are moving along fine right now, and plan to steer the ship a bit around Wednesday or so, once a few more proposals and counter-proposals are posted.

FastLearner
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Joined: 12/31/1969
Mission Statement?

XXOOCC wrote:
...and let me re-assure everyone... designing just for fun, and as an intellectual exercise, IS one of many possible correct answers.

Yup, that's the plan.

Quote:
...I do think we all want this to be playable, however, even if impractical.

Indeed. As I noted in my earlier post it's really important because otherwise it's not going to stimulate good and useful discussion.

Quote:
...and we need to figure out how WE'LL all play it when its done if nothing else :-). Solid Gold pawns might be a bit much even for home-built prototypes.

Absolutely. In fact that's why if we use tiles I've been strongly urging us to use square tiles -- hexagons are a huge hassle to cut apart.

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