there’s a stereotype of a game designer pitfall where a designer’s got a vision they’re attached to that resonates with them, but which doesn’t quite resonate with players
Parenthetically, what’re some examples of that? Most of the games I can think of that failed because the designer wasn’t serving players… I kinda doubt they’d have played the game themselves either. They weren’t making the game they wanted to play, they were making the game they wanted to make.
The examples that come to mind immediately are mostly from the Magic the Gathering design column (Mark Rosewater’s “Making Magic”) where he describes a class of designer pitfall when people design sets or cards that are “too clever”.
Parenthetically, what’re some examples of that? Most of the games I can think of that failed because the designer wasn’t serving players… I kinda doubt they’d have played the game themselves either. They weren’t making the game they wanted to play, they were making the game they wanted to make.
The examples that come to mind immediately are mostly from the Magic the Gathering design column (Mark Rosewater’s “Making Magic”) where he describes a class of designer pitfall when people design sets or cards that are “too clever”.