Archive for January, 2016

Talk: Exploring and Presenting a Game’s Consequence-Space

Saturday, January 9th, 2016

I gave a talk at the PRACTICE game design conference at the NYU Game Center a couple months ago:



Slides are here

I had meant to update the talk I gave at Indiecade in 2011, and talk more in depth about how I used these ideas for Miegakure, but in the end because of the half hour format I do not cover the first half (designing mechanics to generate an interesting possibility space) and only cover the second half (how to explore the space the mechanics create). I also talk about a bunch of game design problems that are especially interesting in the case of Miegakure. I also cut the intro a bit, but posted it Here.