anyway.



thread: 2005-06-16 : Craft and Innovation

On 2005-06-17, Michael S. Miller wrote:

Eric: You're right that much indie game design is currently taught by the swimming pool method—push 'em in a see who doesn't drown. There is some mentoring going on, but you just can't see it. It's done mosly over e-mail and PM since "mentoring in public" is rather oxymoronic.

One of the horns of the dilemma are that those who've got a good grasp on what they're doing and could teach are really busy designing games. Teaching takes away from that. How do we balance the demands of designing with teaching design?



The other horn is the commitment-level of those who would learn. I recall Paul Czege telling me of one aspiring designer with whom he corresponded in depth for quite a while about his project—showing him the ropes. And then one day the guy just decided he didn't want to follow through any more and left. It's his decision, of course, but think of all the time & energy Paul spent for no reason. It's discouraging. How do we separate the earnest, committed "apprentices" from the dilletants?



I've got no answers for either. But any new instructional system would have to address both.




 

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