Prevarication is Under-rated….

So one of the things that when game design is in its most intense phases, is the urge to do something unrelated.  This week I have been working a lot on two major projects – a serious game on Housing Policy for the University of Stirling, and the  ‘A Very British Coup’ Megagame.

So naturally I have had to take breaks from the creative process.  The first was to play with the idea of Stone Paper Scissors… (inspired by a cartoon I saw a few years back)…

..and then, a day later I couldn’t resisit taking the joke a step further…

I’m not going to complete the set with ‘paper:paper:paper’ – someone else can take a stab at that!

Today, the very silly idea of Megagame Top Trumps came to me for no good reason.  So I designed the first 9 cards of the deck.

The idea will remain in this state I think, unless or until:

a.  I get the inspiration and energy to make the rest of the pack – there would be about 100 cards in it I would guess – though I don’t have data on every megagame I know about so some of the stats would be … gasp … made up!

b.  Some card-making genie would take the idea and create a whole bunch of better looking cards –  (cough)TomMouat(cough).

There is a serious point here as well.  The creative parts of game design cannot be forced.  When they are, the end product is at risk of just not working – so my practice is to work in spurts of creating new things, interspersed with boring admin and making things (like lunch).

And recharging the creative energies by doing something pretty much unrelated – sort of.

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