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The Philosophy of Game, Part 1: Basic Definition of Game

There’s a lot of examination of the mechanics of game design and much of it is quite excellent. At the same time there are essays, lectures and discussions on the semantics and philosophical definition of gaming. I’ve never been entirely happy with any of them, eventually it has occurred to me that as a published game designer and qualified philosopher (if that term has any meaning, MA in modern continental and analytic philosophy) then if not me, who? This series of essays will take on quite close readings of existing positions and will go into some discursive depth on a range of issues, as such they will tend to be quite long and detailed. I will attempt to avoid too much philosophical

Kickstarting the Easy Way: Designing for Kickstarter

Running a Kickstarter is a very specific skill and its hard to learn without doing, if you’re putting a game onto Kickstarter its entirely possible that you don’t have that skill, hopefully though you do have the skill of designing games. Plenty of designers have a single idea which is their passion and their baby and that’s great, but this blog won’t be of much help to them. However, if you have a range of prototypes that you’re considering and you’re flexible on your game’s content and nature this might be helpful since its suggesting how you can design to increase your chances of Kickstarter success. Why You Should Redesign Increase your chances of Kickstarter success If you’re a game d

Running Cons 2: Money Matters and Specific UK Cons

In my last blog on conventioneering I mentioned the idea of generating profit from cons fairly casually and I’d like to be a bit more specific here. Also, I thought it might be generally helpful to review some cons and suggest their usefulness for designers promoting their own game. Money Matters I’ve seen it suggested that people should only consider a con successful if they made £x from it. Right off, that can’t be true, whatever x is. If you’re a trader that number is one thing, a designer its another, if you’re selling £10 party games from a tiny booth its different from if you’re presenting a £100 game on a massive stall. So, here’s what I think you should do to judge your success a

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