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Prototypes and Unpublished Designs

A designer diary of my games
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Playing a prototype vs the published version

Nigel Buckle
United Kingdom
Forest Hill
London
designer
Now called Omega Centauri (by Spiral Galaxy Games) release date tbc
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I design games I want to play, and while they are in the prototype phase they see a lot of play. *

But if I look at my one commercially published game (Celtic Quest) I haven't played it very much in the final form.

When it was released I ran the demos at Essen, so there was a quite lot of play then (although I usually didn't actually play, or if I did it was rarely to the end) - but after that hardly at all.

Why? Mostly embarassment (or modesty, I'm not sure), if I have friends round am I going to suggest my game to play - hardly seems appropriate (and of course there is the risk they'll hate it). If I'm going to a club do I take my own game along? If a copy is at a club do I join in the game? It all feels very awkward.

I really don't want this to happen with Omega Centauri I've played 100s of games of this, and I still love playing and I'm really looking forward to trying a commercial version rather than my woeful prototypes. But how do I get to play? Develop a new identity, join another game club and use a pseudonym?

There isn't this problem with a prototype - in this phase you're actively trying to get people to try it.

Perhaps not playing your published games is just something that designers have to get used to? Which is a contradiction for me as I design games I want to play cry

All feels a bit weird (or maybe it's just me)


* Unless they have major flaws, then they get dumped or put on the 'needs serious work' pile
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Subscribe sub options Wed Aug 24, 2011 7:00 pm
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Anthony Boydell
United Kingdom
Unspecified
Unspecified
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I played a LOT of Coppertwaddle with people on a Project in 2003 - a year of long development days interspersed with our 'CT League'. There's nothing wrong with loving the thing you've created!

I took the view that Tony the Designer thought (and worried) about different things to Tony the Player.

The designer worries about rules clarity, is it going on too long?, are they playing the game I designed?, is everything hanging together / making sense?, is the engine 'broken' or can it be easily sabotaged?

The player can just inhabit the space the designer built and relax...and usually gets beaten hands-down by all-comers *sigh*
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  • Posted Wed Aug 24, 2011 11:56 pm
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Seth Jaffee
United States
Tucson
Arizona
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I don't think there's any reason to feel bad about bringing, suggesting, or joining a game of your own design after it's been published. Some people get a kick out of playing with the designer!

I wouldn't push the issue if others said no, but I have, and will, suggest Eminent Domain.
 
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  • Posted Thu Aug 25, 2011 7:14 am
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