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Troy says of his questions, "What I came up with was [19] “Power Questions†designers should ask themselves before and during their design process."
So, I have looked at these questions more than once, and they do not really feel like questions that "designers should" ask themselves, not unqualified. They are loaded with a lot of presuppositions.
So my aim here is to discuss, first, what those presuppositions are and what that means for designers aiming to use Troy's questions; what are they good for? What won't they help with?
Second, I want to think about distilling the root questions out of their presuppositions, and see what we get. I hope the result will be something that helps you think about your games less bluntly than, say Jared's trinity, while not carrying so much baggage.
4, 5, 10, 11, 12, 13, and 15 are all more or less the same question, looking at different elements with different amounts of scrutiny. In this case, they focus on character, setting, and resolution systems. I think we can see Troy's presuppositions here, about what's important and what's more important. I think, cast as they are currently cast, they're appropriate and useful for a kind of character-focused face-stabbing game (in fact, in answering them, I have found myself twisting games with other intentions into face-stabby character games), but this same bias makes them less flexible than they could be.
Here's an attempted recasting:
Supposing that you can partition the things in gameplay that recieve attention and interest, as the Big Model does with the Five Elements of Exploration (Character, Colour, Situation, System, Setting), what segments of the partition does your design give the most weight and attention to? Why? What are those focused things like? How does this reinforce what your game is about? Why did you choose not to focus on the elements that took less attention?
6 and 7, regarding player behaviors, presuppose enticement and punishment; they do not discuss mandate and forbiddance. That's easy to fix. I'm not sure if they should ask if those things exist at all; I suspect they should (plenty of Jon Walton's designs lack one or several of these things). There should be a connection to aboutness here too, like, "How do these constraints support what your game is about?"
17 is what I think of as 'the neophile's question.' I feel like it's redundant with 9, 14, and 16, but with a sort of unnecessary focus on newness and difference. If that's the designer's goal, then he'll have said so to himself already, and if it isn't, then the question isn't worth anything to him.
Okay, deep breath. Stepping off my soapbox now.
Anything I missed? I'm sure there's loads.
Thinking about what makes your work different encourages designers to think about their concept in terms of existing products,
Very true. I was talking about Kusanagi no Tsurugi with Marhault the other day, and he asked me, How does this handle multiple characters? 'Cause that's a thing games are usually good at doing.
And I was just sort of surprised. That hadn't occurred to me before, 'cause KnT isn't about that, right? If I had stopped to compare it with things, it wouldn't be as much itself as it can be.
Judd, I'm just saying that we should look at the finger pointing at the moon, and say, "It is a finger pointing at the moon," and not, "it is a finger pointing at the sky." Well, sorta. I think we are agreeing, anyway, just expressing it differently.
^_^ Changin' the world, one post at a time.
Yeah, propaganda is not a good word for it. Imagine that it was replaced by "So I feel that we should talk about the Power 19 and how they are questions that will get you thinking in a way that will build a fairly particular and distinctive style of game. This isn't bad but it's important."
But it worked! Got you talking, didn't it?
I want to participate in a discussion about these things, but I don't really know what is meant by them. Could someone explain them to me?
Face-stabby is, uh, shorthand for "having to do with that cluster of emotionally violent things like inescapably compressing situations, ethical dilemmas, etc."
Mandate is the hard side of reward. Instead of, "you get cookies for doing X", mandate says, "you must do X."
Forbiddance is the same for punishment and some Y.
I didn't say the N-word and I don't intend to start.
Posted By: JuddJonathan, Get writing.
Posted By: JonathanWaltonPosted By: JuddJonathan, Get writing.
Um, isn't that what this thread is tentatively about? Writing a new set of more general and thought-provoking questions?
So, er, yeah. I'm gonna write some. Butyou too, y'know?
Troy, here is something just for you, since you're here and you're listening---
Please, please put the P19 somewhere permanent, not a blog, but like a proper-style website or a print publication or something, and talk about how you arrived at it and what sort of design thinking it comes from and what it builds. This is stuff that needs to be...what's the word? Needs to be put into that kind of form, set in a story about its strengths and contests, preserved.
Posted By: JonathanWaltonAndy, you'd get more discussion with a set of questions that asked about unfinished or uncertain portions of the game. Like "What about your game doesn't really work yet?" or "What kind of help do you need in order to do this right?"
Posted By: JonathanWaltonAndy, you'd get more discussion with a set of questions that asked about unfinished or uncertain portions of the game. Like "What about your game doesn't really work yet?" or "What kind of help do you need in order to do this right?"
I may have some things to say here, but not yet, because I'm late for something. But I wanted to say, briefly, that my main complaint about the Power 19 is that it's meant for the designer alone, really, but people have been trying to use them as part of a dialogue with the community as a whole. I think for the purpose of dialogue, you need to summarize your game as concisely as possible and then ask the questions you need help with.
I'm toying with some alternate design questions. I may post about these later. Here's a quick set of possibilities:
Each answer must begin with 'OMG.'
OMG yes!
Posted By: Matt WilsonAndy makes me want to create a list called the "shameless 19," used for attention getting. Each answer must begin with 'OMG.'
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