anyway.



thread: 2012-03-27 : Indie POV pt 3: A Small Pep Talk

On 2012-04-12, Vincent wrote:

Moreno, David, I've been saying this for a while: there are two parts to it. What does the game promise? How does the game make good on its promises? To succeed as a designer, you have to nail the latter. So no, David, it's here in followthrough where you have to judge your audience, not so much in content or concept.

It should be easy to come up with more promising setups than Dogs in the Vineyard's, for instance. The game's strength, though, and what drives its success, is how it makes good. Apocalypse World, same thing. To succeed, a game has to be so compelling that it wins people over to its content. It can't settle for people who're already fans of religious Westerns or post-apocalypses anyway. It has to get people who aren't already fans excited to play, despite their natural indifference.



 

This makes...
initials
...go...
short response
optional explanation (be brief!):

if you're human, not a spambot, type "human":