thread: 2014-05-24 : Games that Take Off, Games that Don't
On 2014-05-25, David Berg wrote:
Care to unpack for those of us for whom it's not obvious? I dunno whether you're talking about "my playtesters wanted X resource, so I made it for them" or some other considerations.
Back on the main topic: you mentioned that you doubt Midsummer Wood will be one of the games with the "taking off" curve. Why is that? Is there something about the rules and dynamics of play that makes you think that, or are you looking out at a play landscape that's already flooded with one-shot scenarios, or is it something else?
I'd guess that Dogs' success is a great example of "make an interesting promise, then deliver in an interesting way", with "interesting promise" being equal parts timely (check out thematic play!) and timeless (sex/God/duty). With AW, I dunno, I'm not clear on how much of the promise was "apocalyptica!" vs something else.