anyway.



thread: 2009-09-14 : Subsystems

On 2009-09-14, Ben Lehman wrote:

Thanks.

So I'm going to veer this off the rails.

You say:
I'm a big believer in what a game "calls for," by the way. When you hit upon the subject matter for a game, way back in the early conceptual stages, having done no design work at all - you're already committing, sight unseen, to its subsystems.

How do you feel about realizing, midway through a game design, that it doesn't do what you want it to do, but it does another thing, also worth doing, very well? I was coping with that recently (I reconciled myself to rewriting the rest of the game, since the thing that my game did well was, in fact, better than the thing that I wanted it to do originally.) But here you seem to be presenting a relatively continuous line of development, with a clear goal. Where's the messiness?

What you say about subsystems is, of course, true. But there's a thing. Second post.

yrs—
—Ben



 

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