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Posted By: Matt Snyder, the demon himselfIf you're going to make a game, make a game. A playable, thorough game. Which means it has to be playtested. And, that the goal of doing is is making a fun game, rather than measuring each others' cocks and nodding in approval.
If you're going to make a joke (or, you know, not make one) then do that. Make it actually funny.
Stop confusing the two. Because our "games" are starting to look like cocks with tick marks. PUNCH THEM.
Posted By: myselfBe aware that although your Masterpiece and your Cock Waving Joke are very different in your own mind, someone who's taking a first look into indie games might not "get it".
toxicity of mutual praise
I am doing something about it. I am putting over $500 to begin the Ashcan Front booth, organizing that booth, and seeking out participants. I fail to see how I could be doing more, honestly. I am, and have done, everything my resources allow to promote excellence in indie game design.
Furthermore, I am not alone. I think the reaction that I'm chicken-littling here is premature.
Others? Is your game as good as it's gonna get? Not perfect, but sound? Do you have plans to revise? Have you received criticism? Have you dismissed it? Do you know, deep down, that so-and-so was right to point out Problem X, Y, or Z, but that it was too painful or stressful or whatever to go through all that work again?
Does everybody here know how hard it can be for people to get playtesters? It was easier for me, writing a primarily two-player game (and the group testing was still very important; see my thread about one of those sessions during Go Play PDX at the Forge). But I know more than one designer who are very frustrated about even finding people willing to test their game.
This might not be an issue if you're someone with already-published designs and an established fan base. This IS an issue, however, for many newcomers. So Matt: I think there's more you can do than the ashcan front. I think you can offer to play someone else's design-in-process. Not that you HAVE to, god forbid. But THAT'S what most people really need.
Posted By: joepubI've been focusing locally, and the results have been amazing. There's a lot more investment in each other's work, and I think investment in each other's work is what playtesting is and needs to be all about.
Posted By: WiredNaviI don't mind people telling me that a game I created could be improved, critiquing it, etc. but I am very put off by the idea of people telling me that I am somehow obliged to continue working on it and honing it even after I have lost the desire to do so, like I owe it to someone other than myself.
Posted By: Brand_RobinsThis thread is making me want to start doing some critical reviewing of Indie games on my shelf. The good, the bad, the ugly -- all in all.
Posted By: JDCorleyI've often thought that someone who was smart could figure out a way to create an 'indie playtesters network', that is, a lot of different gaming groups who receive compensation in some way from some kind of conglomerate to playtest games.
Posted By: John HarperHey Matt, I thought we were having a conversation. I know my last post was kinda rude, but I felt like you were being rude too. Are we going to actually discuss the issue? ...I figure you didn't just show up to say your side and walk away.
Posted By: Matt_Snyder
At Forge Midwest, and previously in several different phone and email conversations I've had, there is concern that:
[snip]
--- The "diaspora" has been a failure in that it lacked reliable, useful, critical, honest feedback and reinforcement
The issues of revising games, good criticism, and playtesting are important!
Posted By: Jason MorningstarMatt, it might be helpful if you outlined what you see as an optimal set of behaviors. Because there seem to be some philosophical underpinnings to what you are saying that may not be universal. How do you decide a game is done? When do you feel obligated to revise? How does iteration compare, as a value, to innovation? Are the answers to these questions constants, or can they vary from person to person and still produce quality work? I want to know where you're coming from before I jump all over your shit*.
*joke
Posted By: joepubThere's an issue with an informal community. We all want to share in this Forge reputation,
So, when is it appropriate, to bring out a revised edition of a game?
Know what I think would be awesome? A forum, or a place set aside in a forum, where one is encouraged to share thoughtful critisism about other peoples' games. I mean, sure, you could do that in different sections of The Forge, or even right here at Storygames, but I'm thinking of some little corner dedicated to that endeavour. Someplace where one could be comfortable shooting the new sacred cows.
Being that I'm not much of a forum-making(or altering)-guy, so that leaves me looking at Andy. Hi Andy.
-Eric
Posted By: AndyI think that's the thing though, but it may be hard to wrestle that out of the attitudes above.
What Matt appears to be doing is saying:
Please, pretty please, think twice about releasing a non-playtested, non-critiqued work onto the scene. Because at that point:
1) It probably sucks in some big, perhaps unforseen ways that could be corrected if you wait a little while between having the idea and publishing the game.
2) More often than not, if you really want to make the game into something good, you'll have to turn right around and draft a second edition or revised edition or whatever. (see Conan RPG)
In your case, if you put more time into the game up front, there's probably really no need to go back in one year, six months, or even as your first edition hits the press to revise the game and make it into something that could have been awesome straight off the presses.
Posted By: TonyLBPersonally, I'm not planning to do a revision ... like, ever. I'm also not planning to release perfect products. I'm planning to do the best I can at the time,in the same way that an apprentice or (I flatter myself) journeyman craftsman of any sort would follow his current skill and knowledge of his craft with diligence and patience, finish a work-piece and start the next.
Capes is imperfect in ways that I now know in excruciating detail. I could revise it, but I'm not gonna. Misery Bubblegum will not be imperfect in those same ways (though it will, doubtless, be imperfect in others).
I will continue to create and develop, leaving a string of my previous works behind me for all the world to see and to scorn.
Whether this makes me a good member of the community or a bad one sort of depends upon what you think the community is meant to be doing. If you think that the indie community is meant to gather together to help each of us to achieve commercial success and to maintain a level of consistent and reliable quality then my attitude is selfish in the extreme. Personally, I think that the indie community is meant to come together in order to encourage people to design games and to develop as designers. In that context, I feel pretty good about my decision, and I feel pretty skeptical about a "don't release until it's perfect" attitude.
I think constructive criticism and editing is absolutely a great resource for helping a craftsman to develop, but I think it is very easy for it to go beyond where it's helping people develop, and into where it is hurting their ability to do so (roughly, "If the best game you can make right now would make indie games look bad then do not make a game"). Since I see the primary purpose of the community to be encouraging our apprentices, I worry quite a bit about applying journeyman (or master!) level standards of quality across the board.
Max and John's comments made me think of something.
Yes, there has been an ongoing issue with games that people don't fully understand until they've read additional material online, possibly even asked the designer directly. There have been too many such questions about Sorcerer to exempt it, and there have been other games with the same issues. Maybe those games should have included a FAQ chapter based on questions that actually kept popping up? Who knows. That's not my main point.
My point is actually this: the older design crowd did some of the same things, at least in terms of editing or providing complete information, and now they're claiming about the same sorts of behavior in a younger design crowd. And what's more: other than complaining, they aren't doing anything about it.
I only visit the Forge on rare occasions, anymore. For the last full year that I was a regular participant, what I saw was: a lot of newer faces offering up their fledgling game designs and asking for help, coupled with reduced participation by the established designers. The only help they received was from each other, from people just as inexperienced as they. And on the rare occasions I go back to the Forge and check the First Thoughts or Play Test forums, I see that nothing has changed.
So, maybe people who frequent the Forge are publishing games before they are ready, and that bothers more experienced designers. But when the fledglings asked "Is my game ready?" where were those experienced designers? And if those experienced designers are seeing the Forge brand diluted by new unfinished games being sold at the Forge booth, where were they when it came time to decide which games to sell? Or, if the decision on which games to sell was based solely on cash, why complain now?
JohnDoyce, that was all very well said. I think I still hold some basic philosophical differences regarding the production of creative work, but there's little I disagree with in your posts. Thanks for spelling that out.
Ben Why are we talking about this on Story Games and not the Forge? Is the implication that Story Games is somehow more responsible for this phenomenon than the Forge is?
Posted By: Doyce
Not at all. The discussion is here at this time simply because because Ron said he'd post about it on the Forge, and he hasn't yet. This is the 'other' hub of indie creative goodness, and as such it also appeared here, originally in an off the cuff fashion that turned into it's own thread. It appeared here before the Forge simply because... well, because someone wrote something here before Ron did.
BrandOkay then, who is going to step up and name names?
Posted By: Rob DonoghuePosted By: Doyce
Not at all. The discussion is here at this time simply because because Ron said he'd post about it on the Forge, and he hasn't yet. This is the 'other' hub of indie creative goodness, and as such it also appeared here, originally in an off the cuff fashion that turned into it's own thread. It appeared here before the Forge simply because... well, because someone wrote something here before Ron did.
Man, speaking as a failure of the diaspora, this really kicked me right in the little bit of my brain that twitches every time there's a blithe assumption that the relationship between this place and the forge is the same for everyone. As much as this is a conversation I'm mostly avoiding, it's an interesting one, and the very idea that it's happening here solely because it hasn't been picked up yet in the forge really sticks in my craw as a sleight to everything I like about the place.
-Rob D.
Posted By: Ben LehmanMy question is about addressing the problem.
Frankly, uh, Story Games is not primarily a design community, so calling it a failed design community is a category error. Like this: A herring could be described as a failed apple. Or it could be described as a good herring. I think Story Games is an excellent, excellent herring. I think it is a decidedly fishy apple.
Posted By: Joshua BishopRobyThere's lots to respond to, so bear with:
Beyond playtesting and revising the game design, jehosaphat do some of these games need some significant editorial work. To clarify: not "you have a dangling participle" but "the order in which you present these topics does not aid comprehension" and "the structure of the book is counter-intuitive." There is this really big step between "functioning game design described in a word document" to "physical book to be sold as a product" that a lot of games gloss over. This is acompletely differentstep than playtesting, and I've seen many many designers conflate the two. The obvious solution is to hire editors, but to be perfectly honest I don't see this happening in indie games. That directly conflicts with the low-overhead DIY ethic of this community. I do not know what can "fix" this issue.
Posted By: Doyce
That was actually my particular horse to beat at ForgeCon, though I think both editors (bigger organizational issues) and copyediting (dangling whatevers) are valuable.
We have editors in the community: hell, there were two that do it for at least part of their job, out of a group of 25, at ForgeCon. Seems as though there's a way to get them into the development loop without breaking the DIY bank.
Posted By: Brand_RobinsOkay then, who is going to step up and name names?Speaking as a consumer who knows about design, but not one who would call himself a designer... here are some examples (these aren't supposed to be purely negative, they're just examples):
Posted By: Clyde L. RhoerWhat's being said is, "releasing broken games is bad." It's bad for you, it's bad for the other folks trying to sell games with you at Gen Con.I get the perspective from which this is a truism: The perspective where the goal is to maintain a united front of univalled quality, so as to make selling easier for everyone.