A Quick Design Burst

A while back we wrote blogs. Looking back over them, we found that some of them could still be used. And so we present – A Design Thought: *** We make games. More specifically, we make Alternate Reality/Pervasive Games. I love ARGs. But I hate them, more. Which is probably an odd thing to say, […]

A while back we wrote blogs. Looking back over them, we found that some of them could still be used. And so we present – A Design Thought:

***

We make games.
More specifically, we make Alternate Reality/Pervasive Games.

I love ARGs. But I hate them, more.

Which is probably an odd thing to say, coming from a company that says they make them.

Let me explain.

I come from the computer games industry by way or paper based role playing games. To me – games are playable and replayable.

When you get to hear the buzz about a game, you go out, buy it and you play it. It’s great. I own a PS3 and a Mac and so I had to wait until the cake that was a lie was good and stale before I got to enjoy the utter wonder that is Portal.

But I could still enjoy it. And I still do.

By the time I hear about most ARGs, they’re coming to a close. And if I want to get involved, I have to wade through the chronological, real time transcripts of years of gameplay, including all the blind alleys that were followed, that came before.

What’s wrong with “Previously on…”? It worked for “Lost”.

I want games that my mum can play. And why shouldn’t she? They’re meant to be reality games, and she can interface with reality – she does it every day. Why isn’t she playing args?

***

As we push out our games, this section will look at some of the design paths we took to get here. We’ll show you behind the curtain.

Now, it will make us look a lot like Swans – a beautiful, graceful design that was deployed perfectly – and here’s the pictures to prove it. But we’ll probably not show you the sheer spit and string, seat of our pants stuff that went into putting the games on.

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