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Save something for the way back

Started by droqen, December 28, 2022, 01:12:51 AM

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droqen

A game that involves two distinct phases - first, spending a player-driven amount of time 'setting up'. Second, spending a roughly equal time 'cashing out'.

Thinking about this as a tool for practicing real-life resource and time management. . .

People wanted a pause button in Starseed Pilgrim, and they wanted one for Dark Souls, too. Should I or Dark Souls have capitulated?

When making 31 unmarked games, I gave each game a base of 3-4 hours of time. At the 2-hour mark I made this pivot: to stop 'setting up' and experimenting, so I'd have enough time to 'cash in' and polish/finish the design and everything else that needed finishing.

Time management.