Use this thread for any comments, questions, requests for clarity, etc., regarding the February 2011 Challenge in the Game Design Showdown, entitled "Royal Wedding".
-Seth
Use this thread for any comments, questions, requests for clarity, etc., regarding the February 2011 Challenge in the Game Design Showdown, entitled "Royal Wedding".
-Seth
I understand some of the reasons why there are format restrictions for this GDS. But if you eliminate the possibility for diagrams, you either increase word count or decrease clarity or increase the simplicity of the design.
There has been a lot of debate regarding what the GDS should be. Some people are of the opinion that it should allow people to explore ideas which are not fully developed. That the contest has moved away from it's original purpose by focusing on presentation and coherence.
Personally, I find that a design that is not fully developed is worthless. I could swamp this site with half developed designs and nifty ideas, but I feel a certain pride in putting together a well designed, well thought out and well presented design. At least that's what I see the role of the GDS being. There is an endless list on the right side of this page which allows people to read about games in development.
[Comments Redacted]

| Dextrous - prototyping platform (22) by gibwalker | |
| Payment for a choice; Paradox (13) by X3M |
| Textbased game? Lesser game mechanics (34) by X3M |
| "Stock Ticker: Insider Knowledge" finally released! (2) by larienna |
| Dual Dice — Working on the product (17) by questccg |
| Mystery Card Game — Thinking of the suits that will work (44) by questccg |
| Pinnacle - New Playtest Rules (63) by questccg | |
| Vampire Survivors - Android Game (10) by larienna | |
| XKCD: Types of board games (4) by larienna |
| Alternative to Nandeck? (22) by pelle |
| Commanders and aces (5) by Biggle Bear |
| Settling for a Rare Bad Game State (11) by Biggle Bear |
| Desiging games for databases (8) by larienna |
| I googled: "what to do against the fastest unit with the longest attack range" (5) by X3M |
| Balancing YOUR game (wargames mostly) (2) by X3M |
| 2021 Cocktail Card Design Contest (1) by gibwalker |
| Alkemy the Game (6) by nicoleblond |
| Monster Keep — Renewed optimism (6) by questccg |
| Captain's Log: Entry 0001: I JUST WANT TO FINISH MY GAME (4) by questccg |
| Quest Adventure Cards(tm) — The Reboot has been upgraded! (0) by questccg |
| Crystal Heroes — Worthy of attention! (8) by Noah McQ |
| What is the "Design Space" and ??? (29) by larienna |
| Working on the French Translation of my website (4) by questccg |
| What do I need for a public version of my wargame? (20) by questccg |
| Short question about hitting moving targets, or attack while moving (77) by X3M |
There has been a lot of debate regarding what the GDS should be. Some people are of the opinion that it should allow people to explore ideas which are not fully developed. That the contest has moved away from it's original purpose by focusing on presentation and coherence.
Personally, I find that a design that is not fully developed is worthless. I could swamp this site with half developed designs and nifty ideas, but I feel a certain pride in putting together a well designed, well thought out and well presented design. At least that's what I see the role of the GDS being. There is an endless list on the right side of this page which allows people to read about games in development.
The "No diagrams" restriction is for this month's showdown only. With no other restrictions, I think a hard limit on word count should force participants to be more succinct in communicating the crux of their game. Perhaps that means the games this month will be simpler or smaller in scope, and if so, then so be it.
Some have said that the change in focus to presentation gives an "unfair" advantage to those with better graphics tools and skills - after all, is it a contest about the design of the game, or the ability to make it look pretty? Because for every poorly explained great idea out there I'm sure there's an underdeveloped game with awesome presentation floating around.
Whether using diagrams and illustrations or just text the game itself can still be well designed, well thought out and well presented.