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  1.  # 1
    The challenge:
    Form a company, write a game, publish the game and sell it by the end of the year.

    "Company" means you need a developer (leads the game's design/vision/content), system designer (designs the game), writer (writes the text and/or fiction) and an artist (does the cover art, and at least four interior illustrations). Graphic design, layout and logos can be done by another member of the company.

    "Publish and sell" means you make it available to the public in any format and charge no less, no more than $1 for it. Games finished on the 31st will go in 2009 at midnight (or whenever after).

    Two awards: best game and most successful game (copies sold between 1/1 and 1/31).

    Your company's name will be "Indie Game Company Game Design Challenge Game Company X," where X is a number denoting your entry into the challenge (first entry is #1, second entry is #2, etc).

    Begin.
    • CommentAuthorjoepub
    • CommentTimeDec 5th 2008
     # 2
    Are you saying the Developer, System Designer, Writer and Artist need to be different people?

    Ie, we need teams of 4+?
  2.  # 3
    Yes and Yes.
  3.  # 4
    WhOz HaEtInG oN tEh SuCk?!
    •  
      CommentAuthorjackson tegu
    • CommentTimeDec 5th 2008 edited
     # 5
    NuBMeR a BiLlIoN, ThAaS wHo!1!!1!

    edit to make it bold
  4.  # 6
    Hey Jared,

    Posted By: Jared A. Sorensen...publish the game and sell it by the end of the year.
    .
    .
    .
    "Publish and sell" means you make it available to the public in any format and charge no less, no more than $1 for it. Games finished on the 31st will go in 2009 at midnight (or whenever after).


    I'm not following. Sales must happen by the end of the year? Or sales start in 2009?

    If a company makes their game available in print format, are they allowed to charge for postage and handling on top of the $1?

    Paul
    • CommentAuthorJudd
    • CommentTimeDec 5th 2008
     # 7
    I cannot tell if when Jared makes a joke and people take him seriously if it makes the joke funnier or not funny at all.

    Also, I often cannot tell when Jared is making a joke.
    • CommentAuthorBullbar
    • CommentTimeDec 6th 2008
     # 8
    I can't be the only one to find this idea appealing...

    ...can I?
  5.  # 9
    Posted By: Paul CzegeHey Jared,
    "Publish and sell" means you make it available to the public in any format and charge no less, no more than $1 for it. Games finished on the 31st will go in 2009 at midnight (or whenever after).


    I'm not following. Sales must happen by the end of the year? Or sales start in 2009?

    If a company makes their game available in print format, are they allowed to charge for postage and handling on top of the $1?

    Paul



    Sales start 1/1/09 and continue (for purposes of the challenge) through to 1/31/09.

    Postage and handling don't matter to me. You can charge $99.99 for postage and handling for all I care (like Lulu). But your game must be available for $1 in some form.
    •  
      CommentAuthorJohnstone
    • CommentTimeDec 6th 2008
     # 10
    Who are the judges and what are the prizes?

    Where do we enter and how do we know which number we are?
    • CommentAuthorJDCorley
    • CommentTimeDec 6th 2008
     # 11
    I am the judge, I hand out numbers, and the prize is me saying "narrativism" un-ironically.
    • CommentAuthorjaywalt
    • CommentTimeDec 6th 2008
     # 12
    Posted By: JuddAlso, I often cannot tell when Jared is making a joke.

    Sometimes, I suspect Jared doesn't always know either, but kinda watches how things develop. It's emergent satire!
  6.  # 13
    Yeah, I'm finding this particular design challenge rather tempting. I've long been stretching myself toward auteur in game design (with some current effort in artwork), and the challenge tells me to set that aside, place trust in the creativity, artistry, and commitment of others, and be a good collaborator.

    And I can't imagine Jared's joking. He's developing as a collaborator from working at Hidden City, and with Luke on Freemarket, and he sees that we don't have these skills. And the challenge is too smartly focused (with the limited timeframe and the $1 price limit on the games) on containing distractions to trust and collaboration to be a joke.

    Paul
    • CommentAuthortadk
    • CommentTimeDec 6th 2008
     # 14
    I dont have a team
    Otherwise I would take this
    It does not state I cannot clean up and re-work existing items
    •  
      CommentAuthorWolfe
    • CommentTimeDec 6th 2008
     # 15
    I'd be totally up for collaborating under a shared imprint. I've got something approaching a standard rant building up about collaboration and the one-man-show.

    I don't know that I'd actually want to do it as part of this contest though, for the same reasons that Filip dislikes above. On the other hand, assuming that Paul is correct and the motivation behind this is to just get people collaborating, rather than to really focus on the mechanics of game design, testing, etc. that is something I could get behind.

    Fuck it. Collaboration will be harder on my schedule, being that I self-limit my communications during the work-day to e-mail and message boards, but I check those like a fiend throughout my work-day. Anyone want to get together and create Indie Game Company Game Design Challenge Game Company 1 with me?

    I'm up for any role. I can do art, but I don't really have the necessary skill for illustrations. I'm hardly professional-class with layout, graphic design and logos, but I think I'm not too shabby. My writing doesn't suck, either. I don't think the rules of the contest disallow bleeding between the roles, so long as all four roles are clear in who is primarily doing them. Jared will correct me if I'm wrong, I'm sure.

    If you're interested, reply here, in whispers or shoot me an e-mail at dariuswolfe at gmail dot com.

    I will likely be checking obsessively for responses, because that's how I pass the time.
  7.  # 16
    Hey Lance,

    Posted By: WolfeOn the other hand, assuming that Paul is correct and the motivation behind this is to just get people collaborating, rather than to really focus on the mechanics of game design, testing, etc. that is something I could get behind.


    I've hired artists and given art direction. Folks hire graphic designers and editors. But that's all about the designer's vision. Producing a great product out of the energy of collaboration and trust is different than that. True collaboration and trust, everyone individually empowered to contribute, everyone getting inspired by the contributions of others, can produce results that are greater than the sum of the participants.

    Paul
    •  
      CommentAuthorWolfe
    • CommentTimeDec 6th 2008
     # 17
    Paul,

    I get that. I think my phrasing may have come across as overly dismissive of what could be done in a month's time with collaborators. That wasn't my intent. I've never hired artists, or given art direction. I've never hired a graphic designer or editor. I've discussed my designs with friends as the sole designer of the game, and the only one empowered to make decisions on the game, but that's as far as I've gone. I've also discussed other people's ideas and argued my points as though I had some authority to make decisions, but in full awareness that the final decision wasn't mine.

    The energy created by feedback among invested parties is something I'm aware of, but I've never felt personally. It's something I'm really interested in, but I've never met anyone interested enough in my projects to come on board, nor have I met anyone seriously interested in publishing their own who didn't already have their own imprint planned.

    Hence my interest in this idea.

    Anyhow, a bit less talk. One person has contacted me about possibly collaborating, but as I understand we need four people. Anyone else interested?
  8.  # 18
    I could imagine doing this sort of thing with the right crew. I'm a bit busy, though, so it'd need to be an exciting project to spark me. Feel free to shop around for teams in public, and I'll jump on any project that seems worthwhile enough.
  9.  # 19
    I can do any of those four jobs if the project's right. Put me in the "shopping for a team" category too.
    • CommentAuthorjoepub
    • CommentTimeDec 6th 2008
     # 20
    I'd love to be a developer on a team. Contact me if interested.

    I'm considering bringing Sugarfighter Black or Sexy Deadly back from the dead. In both cases, the concept was simple, tight and action-oriented. I had clear ideas about the shape of the game. But creating a system for either seemed out of my hands, and I lack the writing skills to bring either to life correctly.

    Anyone interested in banding together with me?
    •  
      CommentAuthorWolfe
    • CommentTimeDec 6th 2008
     # 21
    At the moment, David (Bullbar) has expressed interest in collaborating. He is interested in the designer position. I'm good with any of the positions, though as I said, I'm not much of an illustrator, so someone else would probably be a better choice as artist. That leaves Developer and Writer as good options for me.

    Joe seems to have some ideas. That'd mean he's best suited as the developer, if he's good with teaming up with a newb and a experienced procrastinator.

    Obviously we can talk about this and shuffle it up a bit, but if Joe and David are good, that leaves us with an opening for an artist.
    •  
      CommentAuthorJohnstone
    • CommentTimeDec 6th 2008 edited
     # 22
    I would be interested in ruining writing or maybe designing rules for somebody else's vision. I don't want to be the cat-herder lead developer, and I don't want to set up the marketing/selling part at the end, either.

    I like dark subjects, horror, violence, maybe political, espionage, post-apocalyptic. Or fantasy. Or gonzo nutbar.

    I can do Bad Art, too, if that's appropriate.
    • CommentAuthorjoepub
    • CommentTimeDec 6th 2008
     # 23
    Okay,

    I want to be developer.
    The game I want to develop is Sexy Deadly. I originally wrote something for Game Chef, but the system was broken and I did a bad job of articulating what I aimed for.

    Sexy Deadly is a game about female super-soldiers who've dedicated their life exclusively to killing, espionage, disrupting conspiracies, protecting conspiracies, and stuff like that. Inspirations: Ghost in the Shell (featuring Major Motoko Kusanagi), Tomb Raider (featuring Lara Croft), Parasite Eve (featuring Aya Drea and Eve), Perfect Dark (featuring Joanna Dark), Kill Bill (featuring The Bride and a host of others), Metroid (featuring Samus), Resident Evil (featuring Alice), Ultraviolet (featuring Violet), Aeon Flux (featuring Aeon Flux), Underworld (featuring Selene), Elektra (featuring Elektra), Xena: Warrior Princess (featuring Xena), and Firefly (featuring Zoe).

    The game is about how these warrior women have met, become peers, become lovers and become enemies. No man could ever survive an encounter with one, and so their only peers are each other. But things between these women have fallen sour. And they're all here, in The Complex, tonight. The ultimate, bloody showdown is about to occur. It's going to be laced with flashbacks and crazy action scenes.

    Johnstone,

    Can you be my writer?

    Wolfe,

    Can you be my designer?

    Tony Dowler,
    The complex could use some blueprint style maps! And the rest of the game could use some sexy women kicking ass and taking down mecha and stuff? Is this right for you?
    •  
      CommentAuthorJohnstone
    • CommentTimeDec 7th 2008
     # 24
    Okay.
    •  
      CommentAuthornortherain
    • CommentTimeDec 7th 2008
     # 25
    I'm down for being an artist in someone's team.
    Also want to give a shot at developing a game, maybe with Jarrod (are you reading this you poophead?).

    I want to create a game about being lost and facing monsters and horrors from other dimensions while so. So something like Blair Witch Project crossed with Supernatural.
    I need a writer, system designer and I might have an artist I can convince to help out.
  10.  # 26
    Posted By: joepubOkay,

    Tony Dowler,
    The complex could use some blueprint style maps! And the rest of the game could use some sexy women kicking ass and taking down mecha and stuff? Is this right for you?


    Sounds pretty awesome! Complex maps and high tech machinery I can do, but I'm afriad I cannot do sexy women kicking ass justice. :(
    •  
      CommentAuthorLxndr
    • CommentTimeDec 7th 2008
     # 27
    I'll throw my hat in the ring. I'm probably best suited for systems monkey and/or writer.
    •  
      CommentAuthornortherain
    • CommentTimeDec 7th 2008
     # 28
    Team northerain now has a writer and a developer or artist.
    So we're looking for a system designer and an artist or a developer. If you have an idea for a horror/violent/dark game, shoot! In that case I'll step down from developer and do the art.
    • CommentAuthorLogos7
    • CommentTimeDec 7th 2008
     # 29
    So where do you want your queries and pitches directed to, I can do the three minute elevator thing, a One or Ten Page setting/idea bible or something similar if you want Northerain. I would probably be best for developer of Horror/Violent/Dark game although I am a passable academic writer and system designer ( I have examples in all those categories, if you would like examples. )

    Give a shout out, I'll be watching

    and Listening

    Logos
    •  
      CommentAuthorWolfe
    • CommentTimeDec 7th 2008
     # 30
    Joe,

    David (Bullbar) was the first to contact me, via whisper. I'm not going to jump ship on him if he's seriously committed to doing this. He's not replied back in the last day, so I'm going to give him some time.

    On the flip-side, do our teams need to be limited to 4? That appears to be the minimum, but is there a maximum?

    Joe's idea does sound interesting, and I'd like to be in on it, and there is a bit of a time-hack on this, considering we need to be done and selling by January 1st. Joe, I ask you to give me until 10pm Pacific tonight to answer you, so as to give David a chance to reply back. If you're unwilling to wait and have others in mind, feel free to look to your alternates.
    • CommentAuthorjoepub
    • CommentTimeDec 7th 2008 edited
     # 31
    Okay,
    We need to know what teams get what numbers.

    My team, Sexy Deadly, is Indie Game Design Challenge Game Company 1.
    I'm the first to actually officially claim a game design company number, right?

    Wolfe,

    David can certainly join up too. Another developer might be a "too many cooks" recipe. Thoughts? Is he interested in writing?
    •  
      CommentAuthorWolfe
    • CommentTimeDec 7th 2008
     # 32
    He said he's interested in tackling design. Until he responds again, I can't really speak for him, though.

    Technically I was the first to claim a number, but you're further along with a team than I was, so I cede my claim, which will be academic if I'm on your team anyway.
    •  
      CommentAuthorRemi
    • CommentTimeDec 7th 2008
     # 33
    I'd be up for being an artist/graphic designer for a team.
  11.  # 34
    I could be a developer, too, now that I think of it. This isn't a deep and developed idea by any means, just something I've been thinking of tonight. Feel free to tag yourself for any of the other three roles if you find doing something like this attractive. We'll do this if a team gets formed and I don't end up joining another team; I'm not planning to actively work on getting a team together myself, though, being that I'm as busy as I am. Happy to watch this contest on the sidelines, too, I might say.

    The Natural State
    History of man is a history of conflict. No matter which period and which war you pick, you'll have a story of common routines getting devastated by violence of utmost order. Brutality and choices that seem incomprehensible in light of peace reign. I've been tonight reading about various conflicts, such as treatment of prisoners in the Vietnam war, the Gladio conspiracy in Italy during the Cold War and the Boer wars in South Africa, and this common theme came up as something interesting. (Yes, I'm a bit of a Wikipedia addict.) Specifically, I found myself wondering how the men who found themselves ordering and executing those works of war justified them to themselves; on the one hand I am acutely aware of the sort of insecurities and inner demons that can drive men to extremes of action, but on the other hand there is much that is despicable and difficult to defend on any grounds in those stories of war. I am left thinking that war is some sort of modal shift on the societal and psychological plane, one that might be described as a demon riding the people in a sort of nightmare reality that takes place in between these periods of peace we enjoy in between.

    The Natural State is a game about war, preparing for war and the consequences of war. The player characters are each men directly capable of getting involved, whether as politicians, soldiers or generals. The players have great freedom in determining the civil conditions and civilian lives of their characters, while they are sharply constrained in all military matters by what is perceived as the game-reality. The game mechanics would be setting-agnostic or at least universal; the players either choose a historical environment they're interested in for the game, or they invent a hypothetical scenario. The game would be theme-focused, ultimately: the point would be to provide a common platform for grappling with the very state of war in general, as reflected in individual situations and stories. I'm not particularly interested in angst for the sake of angst, though; the philosophical questions are hard enough without dredging them through the trauma, anguish and horror of war, it seems to me. A lot of war-based drama gaming seems to emphasize revelling in how individual soldiers go mad after killing too much or whatever, but I'd be more interested in seeing a treatment on something like the Weapons Cache Case - why do such a thing, was it wrong, what could have happened as consequence (and what did, in fact, happen as a consequence in other times and places).

    For The Natural State to succeed, it needs game mechanics that provide enough flexibility for the players to form their own specific situations and questions, while still being specific enough to support and focus the play on the issues of war as a social condition. A generic engine or an adaptation of something pre-existing is not an inappropriate choice; I could see working with the Solar System on this theme, for example, to get an uplifting treatment. The game will also need some insightful prose to drive home the at this point somewhat vague artistic kernel I'm messing with here; historical research with Wikipedia or something is required, as we'd probably use real paraphrased stories from history in lieu of made up game fiction. Production-wise the work would need to get up to a pleasurable visual standard, but one where it's still clear that we're not providing a product finished to usual expectations. At this point I'm envisioning leaving the whole complex of visual matters, layout included, to the graphic designer of the team - personally I'd only create a frontispiece as actual art and work with generic layout graphics for the rest, but this stuff has lots of flexibility.
    •  
      CommentAuthorGraham
    • CommentTimeDec 7th 2008
     # 35
    I'd happily fill any slot, although my artwork is limited to amateurish cartoons.

    Graham
    • CommentAuthorwyrmwood
    • CommentTimeDec 7th 2008
     # 36
    Eero,

    I was debating offering my services as a designer for a team. When I read your concept, a nearly complete design just struck me. It's organic, setting-agnostic, and close enough to some well tested game mechanics that they should bef more than functional. So, if you'd like me on the team, I'm offering.

    - Mendel S.
  12.  # 37
    Of course I'll take you Mendel, one never should let inspiration go to waste. We might even have a full team here if Neutral Graham (who can't be as snotty as that Walmsley guy) wants to write for us about the reasoning behind the second Boer War or some such and Remi wants to do book design - no pressure on either, but those are the slots we still have open in this team. Anybody else is of course free to tag in if a war game tickles your specific fancy. We're going to move fast on this when we get a team together, though - my goal is to have the first playtest next weekend. What ever we have together at that point, that's what I'll be testing. I'm sure it'll be hilarious.
    •  
      CommentAuthorWolfe
    • CommentTimeDec 7th 2008
     # 38
    So, Joe! We're pushing on toward my self-imposed deadline for complete acceptance. What plans do you have for continued collaboration? Considering we can't all sit down over a beer and have a face-to-face bull session, how are we going to do this? Do we start another thread here, share this one with others, throw up a wiki, take it to e-mail, what?

    My thoughts lean toward e-mail or a wiki.

    The first thing I think we need to discuss is the specifics of what each role is expected to do, and how much, if any, blending of roles will be acceptable. As I know Joe, myself and Tony (How to Host a Dungeon, right?) at least are aspiring or published game designers, we've all probably dabbled in all areas, and will probably have ideas for every segment. Clear expectations I think would really help us get on the same page and start getting this puppy designed.

    After that, a specifications document would probably need to be produced by you, Joe, so that we all know what we're trying to accomplish.
    • CommentAuthorjoepub
    • CommentTimeDec 7th 2008
     # 39
    Wolfe,

    So you're in?
    Whisper me your email addy, I've got something ready to send to the whole team. Suggesting much the same thing you're suggesting.
    When I've got your email, we'll take this off-forum.
    • CommentAuthorBullbar
    • CommentTimeDec 7th 2008
     # 40
    I probably lack the necessary commitment anyway, so never mind me. Sorry.
  13.  # 41
    I think this is an elaborate joke on how game chef is mystically flooding the market with unfinished titles, something this contest is -actually- doing.

    Because I love Jared's elaborate jokes, I'll volunteer myself as an Editor on any titles on the following conditions:

    1) I don't write any revisions, I just point out what needs revising and maybe give some helpfull hints.

    2) I do exactly 3 revisions until I think the text is perfectly clear.

    3) If I don't like the final product (Which is likely to happen if on revision #3 there's problems not addressed / new problem created by revision style) my name doesn't go on the product (Possible synonoums are "El Seano" and "Pretty Girl #1")
    •  
      CommentAuthorMatthijs
    • CommentTimeDec 8th 2008
     # 42
    Posted By: Sean Musgrave2) I do exactly 3 revisions until I think the text is perfectly clear.


    (From my limited experience as an editor, these two criteria don't always match. Some writers will need more than three revisions.)
  14.  # 43
    What I meant was, I work until the text is perfectly clear OR 3 revisions, whichever happens first.

    If I was selling a game for $1, I wouldn't write more than 9-10 pages, so I think 3 revisions should be plenty to work out the problems if me and the writer were on the same wave-length.
    • CommentAuthorsomelady
    • CommentTimeDec 8th 2008
     # 44
    So I have none of these skills, except possibly some layout in latex (it can look like a math textbook!), but I'm on maternity leave and have a decent amount of ( one handed) time on my hands if anyone is desperately short
  15.  # 45
    Edit: Removed for taking it seriously.
    • CommentAuthorJarrod
    • CommentTimeDec 8th 2008
     # 46
    I'm in. Gonna develop me some game.
  16.  # 47
    I'm in on team northerain.
  17.  # 48
    Just a clarification...

    Companies with finished, submitted, ready for publication/sale games will be given numbers.
    • CommentAuthorJ B Bell
    • CommentTimeDec 8th 2008
     # 49

    Not only are you people crazy, you get crazier every year, and not only that, the rate at which you get crazier is increasing.

    I say this with love and smiles, just so ya know.

  18.  # 50
    Exactly what I was thinking, J. Want to participate? We still have room in our team...
    •  
      CommentAuthorLxndr
    • CommentTimeDec 8th 2008
     # 51
    I'd still like to be a writer and/or system designer for any team that might want me.
  19.  # 52
    We'll have you, Alexander, if you want to write about the constitutional justifications for secession in the USA. That being the topic of The Natural State, the most boring game ever.
    •  
      CommentAuthorBrendan
    • CommentTimeDec 8th 2008
     # 53
    Er, what are the awards? A jpeg?
  20.  # 54

    I'm with Judd in every respect.

    •  
      CommentAuthorGraham
    • CommentTimeDec 8th 2008
     # 55
    Congratulations! I hope the two of you will be very happy.

    Graham
  21.  # 56

    EVERY RESPECT

    • CommentAuthorthor
    • CommentTimeDec 8th 2008 edited
     # 57
    I am on the lookout for someone to do illustrations of Dark Ages Britain. Celts, Romans, Picts and Saxons that sort of thing. I will also need two different maps of Britain. This is a game I have wanted to do forever and this is the best way to get the help I have needed.

    I have enlisted Paul Czege to write the best small system on the premise of fighting for your way of life in the early Dark Ages. Is it better to keep your ways and perish than it is to loose them up and live?
    •  
      CommentAuthorGraham
    • CommentTimeDec 8th 2008
     # 58
    Thor, do you have a writer for that game? I think I'd enjoy that.

    Graham
    •  
      CommentAuthorLxndr
    • CommentTimeDec 8th 2008
     # 59
    Eero, that sounds interesting. Tell me more (in a whisper if you'd prefer).
  22.  # 60
    Posted By: LxndrEero, that sounds interesting. Tell me more (in a whisper if you'd prefer).


    Well, it's just the topic of The Natural State, it seems: this is not a game about crawling in the trenches, but one about the choices and their justifications made in the war room and the political leadership of the institutions of violence. We've been speculating about it a bit with Mendel, and although we don't seem to have the whole picture nailed down yet, at least we know that I have an endless supply of examples of historical narration to point to and screech about as the thing I want this game to deal with. (Screeching being my methodology as the developer, you know.) To wit:
    • In this game the issue of the Civil War is not that your brother is fighting for the other side or your wife is in love with somebody she shouldn't be or something like that; instead, the issue is that you're being asked to conduct a war against secessionists in a nation based upon the right to self-determination. Or that you're asked to defend a state based upon slavery, I suppose.
    • In this game the issue of the Werwolf organization is not how awful it is to work for the Nazis, but rather how one can actually let go of a national identity predicated upon dying for your country when the war is over.
    • In this game the issue of the Bosnian War is not how teary-eyed the photos of the victims make you, but rather what would be the best possible justice in seeking and punishing the guilty, if there be such and if the truth can even ever be known.
    In other words, the most boring game ever is one that tries to be dramatic without involving the sort of sordid, personal human issues that are the bread and butter of the Forgista dramatic technique. We'll see if we can get anything out of the concept.

    (I should clarify that in reality I'm not so sure if the above is right at all. Our real goal is to "make a war game Eero likes", the above is just an approximation of where we might find that. Join the team, I'm sure it'll be fun to try to figure out what I want. Idle hands are the tools of the Devil, as they say.)

    I'll be sure to know more after the weekend. Legend has it that I'm going to playtest the game then. Or wait a minute, actually it's not a legend, it's me - I'm putting pressure on the design contingent by threatening to playtest whether I have anything to test or not. I'm so smart WotC should hire me.
    •  
      CommentAuthorJohnstone
    • CommentTimeDec 8th 2008
     # 61
    Holy bojangles, I just wrote a final on the civil war earlier today! And a term paper on secession a couple weeks ago. Your game sounds neat, man, good lucks.
    •  
      CommentAuthorAndy
    • CommentTimeDec 9th 2008
     # 62
    This thread is hilarious. It also is getting a lot of people off their butts and into motion, even if at this point it's kind of a flailing motion. But things (if the gajillion whispers are a sign) are congealing and forming into something that very well might be kind of cool.

    So what the hell, let's sticky this for a little while.

    I'd be so in, if it weren't for my job. Love it, but it keeps my head-space and time incredibly tied up.

    Good luck everyone.

    -Andy

    ps, I also love JD's prize.
  23.  # 63
    If any group needs some system design I can do during my train commute, hit me up.
    •  
      CommentAuthorWolfe
    • CommentTimeDec 10th 2008
     # 64
    Andy's got me all fecked up. I wanted to come reference something, and I'm looking all down the page for this thread. I was like, WTF?? Finally I did a find, and there it is, very top of the page.

    ...thanks a lot, Andy.

    Also, it looks like Joe's got the same idea as Eero. He wants me to have this puppy done to playtest by this weekend, or early next week at the latest.

    I just might pull that off.

    Elaborate joke or not, Jared, thanks for this.
    • CommentAuthorthor
    • CommentTimeDec 10th 2008
     # 65
    So team Dark Ages is now myself, Paul, Graham, and Remi. Not quite the Fab Four (though I can think of a least four ways our names line up phonologicly) but quite possibly the best team I could have hoped for to see my dream realized. Thanks to all the others who expressed interest.
  24.  # 66
    This is definitely a cool thing, whether it's a joke or not. I'm collaborating with people that I barely know and they're turning out to be really neat people, and being able to focus on system while people worry about the other stuff and are invested in what I'm doing and giving me feedback is awesome.

    If there's anything "emergent" about Jared's challenge design it's at the end of the month we'll say "fuck your stupid company names and this is worth way more than a dollar."
    •  
      CommentAuthorWolfe
    • CommentTimeDec 10th 2008
     # 67
    Bret,

    My sentiments exactly.

    The important things about this, so far, have been:

    Investment: Having other people equally or more invested in a project I'm working on

    Focus: I don't get to do it all. I don't get to sidetrack myself and go work on art, or writing filler text.

    Co-ownership: This isn't MY project. I don't get to make all the calls. Hell, it's not even my idea in the first place. I'd probably never have come up with this one my own.

    Collaboration: Like you, I barely know any of my teammates. We're having to work out our individual communication styles as we work on the project. That, completely aside from game-design, has value.

    My personal take on the challenge part is that we're going to go for it. If, at the end of it, we think we've got something worth polishing further and publishing under a different name than the one Jared assigns us, then we'll talk. I rather hope we do. Jared's challenge doesn't imply any ownership over the project, nor does it imply that the company name and the price cannot change once the challenge is completed. That's up to us to decide, based on how much we end up liking our project, our partners, and this whole process.

    I also see the point, now, of both the company names, and the dollar selling price. It's to make us think about the important shit in this challenge. It's not ownership. We're not arguing that because this is Joe's idea, it should be published under his imprint, or because I'm doing the design work it should be published under mine, or any similar thing. We're also not worrying about profit margins, selling at a loss, or a whole lot about format. I think it's safe to say that we're all going to make our games primarily available in digital format, probably .pdfs. As it is, we've all agreed, at least for the month of January, to sell this project at a loss, because the time we'll have invested by then is definitely worth more than 25 cents apiece.
    • CommentAuthorDavid Berg
    • CommentTimeDec 10th 2008 edited
     # 68
    So, I have an idea for a game. I'd be the developer. Here it is:

    X-Files: The Game (by some other name)

    As they investigate, characters form mundane and supernatural theories, struggling to identify which one is right so they can take action before the situation explodes.

    Meanwhile, teasing glimpses at the menace are given to the player(s) to heighten anticipation.

    Intended to run one-off investigations that result in satisfying endings of the X-Files variety. This ranges from "we stopped the threat, saved what was threatened (often Scully or an NPC), and figured out exactly what happened" to "well, the immediate crisis is over, but there were losses, and the threat might still exist and resurface later, and the characters don't know the full story (though the players do)."

    Could be one GM or not. Creating situation must be manageable and fun despite the situation's demands (escalating problem, supernatural ambiguity, two possible explanations, opportunity for finding out).

    Dramatic pacing is key. This game emulates a TV show about investigation, not real investigation.

    Anyone up for that system design challenge?

    As for writing and art, my vision would be to emphasize suspense and the half-known. Art should ask, "what more am I not seeing here?"

    The Setting particulars can be X-Files exactly (weirdo-investigation branch of powerful govt agency with plentiful resources), or something else, pending system designer's requirements for situation-creation.

    Anyone want to join up? I live in NYC if that makes a difference for communication purposes.
  25.  # 69
    David, let me ponder it for a day and I'll get back to you.
    • CommentAuthorVernon R
    • CommentTimeDec 10th 2008
     # 70
    I'll throw my hat in the ring as well with an idea I've been kicking around for a bit that I'd like to develop.

    To Slay the Dragon

    Action adventure along the lines of Star Wars or Lord of the Rings.

    The Dragon has come and laid waste to the land. Burned fields, killed and eaten livestock, terrorized villages and defeated armies. Now a small group of individuals will set out on a quest to destroy the monster and bring peace to the land.

    Characters are defined by three things.
    1) Why do they want to kill the dragon : do they seek vengeance, are they out for glory, is it their duty, do they seek the treasure
    2) What is special about them that makes them think they can kill the Dragon: do they have sorcerous powers, a magic weapon, amazing skill as a hunter, the greatest warrior in the world
    3) What (or who) stands in the way of completing the task: are they afraid, inexperienced, weak, have an enemy that wants them to fail, someone who doesnt want them to go on the quest


    These issues must be resolved before they can hope to Slay the Dragon.
    •  
      CommentAuthorLxndr
    • CommentTimeDec 12th 2008
     # 71
    I'm up for system-designing either of those games, David and Vernon. Let me know if you want me.
    • CommentAuthorDavid Berg
    • CommentTimeDec 12th 2008
     # 72
    Sure! Feel free to start sending questions or ideas my way!

    We still need a writer and artist, though...

    Christian, where are you at on this?
    • CommentAuthorDavid Berg
    • CommentTimeDec 15th 2008
     # 73
    Team X-Filesish is going for it.

    We still need an artist! Someone, jump on! You can handle 5 B&W illustrations! Layout/logo/graphic design duties optional.
    •  
      CommentAuthorWolfe
    • CommentTimeDec 15th 2008
     # 74
    So, team check-in! I can tell you that Team Sexy Deadly is working nicely. I don't have the complete picture as I'm just a lowly systems designer, slaving away in isolation here in Iraq, but I know that things are moving along nicely. Maybe Joe will stop by and give a better snapshot of our work.

    Anyone else who's got their team assembled and is actively working on their project, speak up. I'm curious to know how many competi- err, comrades in arms we have.
  26.  # 75
    Our team is in trouble like a ship without a pegboy, for we have no writer. Oh noes.
    •  
      CommentAuthornortherain
    • CommentTimeDec 16th 2008
     # 76
    Team Horror is doing well with Jarrod on the helm. Bret already has a really neat system going on and Jarrod is putting down the concepts as we speak. No art yet though.
    • CommentAuthorjoepub
    • CommentTimeDec 18th 2008
     # 77
    Sexy Deadly is going well, I think. I feel like we're all on the same page and it's cool to start seeing everything mesh.
    We've currently run through two playtests, and hopefully squeeze in 2 or 3 more.
    So far, so good.
    • CommentAuthorDavid Berg
    • CommentTimeDec 18th 2008
     # 78
    Team X-Filesish is now complete. I got a former classmate to do the art, and I'm psyched, cuz he's good. Lxndr has a first system draft that's going in exciting directions. I wish we could playtest it together! Alas, geography won't comply. Perhaps separately...
    • CommentAuthorjoepub
    • CommentTimeDec 25th 2008
     # 79
    Question for Jared:

    When our game is finished, are we posting it to a website we create and setting up a paypal account and doing that ourselves?
    Are we submitting the game to you, and having you control that end?
  27.  # 80
    DIY.