What I'm Hearing"Cultural Creatives have found ways to thrive economically by honoring the things that make us passionate....Cultural Creatives make money by being happy, not in order to become so."
What I'm Saying"My own personally significant take-away from the Dancey interview was the realization that the frustrations of indie publishers at the traditional hobby games publishers are as mis-applied as the frustrations of traditional hobby games industry notables at indie publishers. We aren't the market disruption that's hurting them, and they and their customers aren't a stony ignorance that thwarts us. The community of gamers has fragmented under the "good enough" distractions of video games and other entertainments. We are designing for the "challenge and create" community that's left incompletely satisfied by these other entertainments. And because, as Dancey says, the partake and reinforce gamers have always been the decider of what games get played, nothing we design warrants the approbation of the traditional hobby games publisher, because nothing we design can bring partake and reinforce gamers back from their other entertainments. So the traditional hobby games publishers are left to their fight for the attention of the shrinking partake and reinforce community. And our adherents can only get a game to happen with non-gamers or others also in the smaller challenge and create community."
Tag SwarmMore Paul Czege |
I put Nicotine Girls to the Internet in May, 2002, but I didn't actually play(test) it until early August, 2003. I designed the core of My Life with Master in the months prior to July, 2002, and playtested it at Gen Con that year. It went through external playtesting and got written and published for Gen Con 2003. So by the time I playtested Nicotine Girls, My Life with Master was designed, playtested, written and off to the printer. And what I realized after the Nicotine Girls playtest is that everything the game could teach me about delivering antagonism customized to the player characters, and about aiming for the end of play as a creative destination I'd already learned from My Life with Master. So, Acts of Evil, which yet has something to teach me, still has me in its clutches feverishly designing. But Nicotine Girls doesn't. I do love Nicotine Girls, and it wouldn't be that hard for me to write the rules up more fully, with examples and play advice. But with so many other design ideas that represent real learning opportunities I wish I had time for, I just don't ever seem to find time for Nicotine Girls.
Paul