One of the most beautiful phrases I've heard regarding certain game systems is: "This system is like a toolbox: in this case, tools for an electrician, so you can't use them for plumbing, but nothing stops you from adding other tools or completely changing them."
So yes, game creators are artisans... but many artisans are also artists, I don't see the two things as disconnected at all!
I would like to conclude by proudly saying that I've uploaded my first "powered by Pressure12" to the jam, and I hope to make at least one more. I've done it in Italian for now because I get really lost in verb tenses when I try in English; I'm better at translating than creating (insert embarrassed face here).
I used the translator ALOT here too, even just to check if I remembered how some words were written correctly, despite my b2 level in English...
I think of what I create as tools too. I craft them to help the people playing create a particular experience. The RPG project I’m playtesting at the moment is definitely a tool in that regard.
There is no reason why it can’t be art as well. It does not need to be art to work as a tool, but I think if it is art, it is an even better tool.
Yes, we can definitely consider ourselves artisans. Beyond the specific definition, we felt it was important to highlight the wonderful complexity of the craft we've chosen to cultivate, while stripping away the kind of posturing that only distracts from what truly matters.
That makes sense. I find when designers divide their focus it can hurt the functionality of the game as a tool.
It’s something I keep top of mind in the design process of my Hardy Boys Mysteries RPG. I hope to eventually use it as part of therapy for people living with dementia, but I the thing I’m concentrating on in playtests and rewrites is to make it the best tool for playing a Hardy Boys Mystery. The way I see it, if it isn’t a great game it can’t be used for anything.
Some of the worst RPGs I’ve seen were created as therapy tools. I can see how focusing on “making art” can get in the way of good design too.
One of the most beautiful phrases I've heard regarding certain game systems is: "This system is like a toolbox: in this case, tools for an electrician, so you can't use them for plumbing, but nothing stops you from adding other tools or completely changing them."
So yes, game creators are artisans... but many artisans are also artists, I don't see the two things as disconnected at all!
I would like to conclude by proudly saying that I've uploaded my first "powered by Pressure12" to the jam, and I hope to make at least one more. I've done it in Italian for now because I get really lost in verb tenses when I try in English; I'm better at translating than creating (insert embarrassed face here).
I used the translator ALOT here too, even just to check if I remembered how some words were written correctly, despite my b2 level in English...
Wow, kudos for your Jam entry! We'll wait for the english version so everybody can enjoy your work :D.
Aaaaand just a few minutes ago, I finished and uploaded the translantion of Cosmic Knights 😂
I think of what I create as tools too. I craft them to help the people playing create a particular experience. The RPG project I’m playtesting at the moment is definitely a tool in that regard.
There is no reason why it can’t be art as well. It does not need to be art to work as a tool, but I think if it is art, it is an even better tool.
Maybe we are artisans?
Yes, we can definitely consider ourselves artisans. Beyond the specific definition, we felt it was important to highlight the wonderful complexity of the craft we've chosen to cultivate, while stripping away the kind of posturing that only distracts from what truly matters.
That makes sense. I find when designers divide their focus it can hurt the functionality of the game as a tool.
It’s something I keep top of mind in the design process of my Hardy Boys Mysteries RPG. I hope to eventually use it as part of therapy for people living with dementia, but I the thing I’m concentrating on in playtests and rewrites is to make it the best tool for playing a Hardy Boys Mystery. The way I see it, if it isn’t a great game it can’t be used for anything.
Some of the worst RPGs I’ve seen were created as therapy tools. I can see how focusing on “making art” can get in the way of good design too.
hard disagree
Agree with this generally, that the game happens at the table. The tools can be artful too