tag:blogger.com,1999:blog-2482451413021840738.post3239671296348187850..comments2024-03-29T20:01:34.283+11:00Comments on Observations of the Fox: Seven Deadly Sins of Game DesignVulpinoidhttp://www.blogger.com/profile/04511600075328621953noreply@blogger.comBlogger8125tag:blogger.com,1999:blog-2482451413021840738.post-73397310763884556922012-01-14T14:38:20.455+11:002012-01-14T14:38:20.455+11:00Telas, I won't take that as a snark. In fact I...Telas, I won't take that as a snark. In fact I'll agree with it 100%.<br /><br />If you're going to create something, don't let someone else impact on your creative freedom. But be aware of what has come before and why it has succeeded or failed.Vulpinoidhttps://www.blogger.com/profile/04511600075328621953noreply@blogger.comtag:blogger.com,1999:blog-2482451413021840738.post-2070449807073122372012-01-14T10:50:47.882+11:002012-01-14T10:50:47.882+11:00Not to intentionally snark on this, but I would ad...Not to intentionally snark on this, but I would add something to the effect of "trying to follow everyone else's rules of game design, these included".Telashttps://www.blogger.com/profile/08638321955482508217noreply@blogger.comtag:blogger.com,1999:blog-2482451413021840738.post-90684830215978809332010-08-07T13:06:04.323+10:002010-08-07T13:06:04.323+10:00Hey, I make generators; fitting things into catego...Hey, I make generators; fitting things into categories is what I do all day! Plus I'm a sucker for the seven deadly sins. I could probably match any random assortment of seven things to them if I tried hard enough.Unknownhttps://www.blogger.com/profile/07740998361431085710noreply@blogger.comtag:blogger.com,1999:blog-2482451413021840738.post-35371545460628790912010-08-07T01:00:04.698+10:002010-08-07T01:00:04.698+10:00I agree that Hannahseems to have consolidated the ...I agree that Hannahseems to have consolidated the design traps into a nice scheme and I'll probably be stealing/adopting it when I write up the sins formally.Vulpinoidhttps://www.blogger.com/profile/04511600075328621953noreply@blogger.comtag:blogger.com,1999:blog-2482451413021840738.post-52188125467333279882010-08-06T23:20:44.962+10:002010-08-06T23:20:44.962+10:00I think Hannah cracked it.
I was going to attempt...I think Hannah cracked it.<br /><br />I was going to attempt to view the Sins through how they were determined by medieval Christian cosmologists, i.e. as perversions of one's love for God (pride is Love turned inward, Wrath is reversed Love, Gluttony is deviated Love, etc.) but her scheme works.<br /><br />Interesting post as always, Vulpinoid.Siskoidhttps://www.blogger.com/profile/08266365376486695812noreply@blogger.comtag:blogger.com,1999:blog-2482451413021840738.post-9219350035699247602010-08-06T15:04:47.880+10:002010-08-06T15:04:47.880+10:00I'll give it a shot.
Avarice: 1. Lack of Focu...I'll give it a shot.<br /><br />Avarice: 1. Lack of Focus - I can combine all the elements I want. I don't need to worry about consequences.<br /><br />Pride: 2. Not Designing the Actual Play - I don't need to worry about that; I know what I'm doing.<br /><br />Wrath: 3. Not designing for others - Everyone else is playing wrong!<br /><br />Gluttony: 4. Excessive Detail - I can have it all. It's all fantastic!<br /><br />Envy: 5. Trying to Improve on the Successful - Their game is so successful. I bet if I do it better, my game will be more successful!<br /><br />Sloth: 6. Not doing your research - Eh, how hard can it be to make a good game?<br /><br />Lust: 7. Overdoing it - I want it to have this! And this! And this, oh god yes, this!Unknownhttps://www.blogger.com/profile/07740998361431085710noreply@blogger.comtag:blogger.com,1999:blog-2482451413021840738.post-87919509842745361022010-08-06T14:32:01.727+10:002010-08-06T14:32:01.727+10:00That's very similar to the way I ended up tryi...That's very similar to the way I ended up trying to align the traps with the 7 sins.<br /><br />And you've raised a good point that even I've doubled up on certain aspects.<br /><br />But, special thanks for the "Wrath" ideas. I wasn't sure how to link that in as a game design sin, but you've covered something I hadn't even thought of...."grudge design".<br /><br />For the Lust, Greed and Gluttony trio, I was thinking of splitting them along these basic lines...<br /><br />Lust = Trying to capitalise on the next best thing, drawing on licensed properties to get some extra cash/kudos/exposure, but without realising the actual concepts that are drawing people into that property. <br /><br />Greed = The supplement treadmill...churning out new stuff for the same old setting when it;s already tired and people have moved on.<br /><br />Gluttony = Doing too much.<br /><br />All in all, I think this could be a useful tool for new designers. I'll have to put it up on my site once it's all been sorted out.Vulpinoidhttps://www.blogger.com/profile/04511600075328621953noreply@blogger.comtag:blogger.com,1999:blog-2482451413021840738.post-65374472148052021322010-08-06T14:11:38.036+10:002010-08-06T14:11:38.036+10:00Hmm, though even some of your 7 seem to be repeati...Hmm, though even some of your 7 seem to be repeating (4 and 7 specifically).<br /><br />To go to a list more directly inspired by the Seven Deadlies:<br /><br />1. Pride<br />Your 2 and 3. Designing the game for yourself and not for others' play experience.<br /><br />2. Gluttony<br />Your 4 and 7. Doing too much instead of enough.<br /><br />3. Envy<br />Trying to be "D&D but better," for example. Or in general "that other successful game, but DONE RIGHT!" Jealous game design is sadly common.<br /><br />4. Sloth<br />Not being different enough. I'm surprised to not see one of the sins being "doing something boring that's been done before" as that's more common than the rest of these put together.<br /><br />5. Lust<br /><br />6. Greed<br /><br />Lust, greed, and gluttony are somewhat hard to differentiate especially when there's not food or sex involved. I'll have to think on that.<br /><br />7. Wrath<br /><br />Designing as a grudge-filled "response" to something; picking fights with games, designers, players, GMs, or movements in your margin notes like a gangster rapper. "GMs suck, therefore this game gets rid of them!"Anonymousnoreply@blogger.com