Thu, 6 March 2008
In this episode, I interview Joshua AC Newman on his game, Shock: Social Science Fiction. Joshua's a great graphic designer, so in addition to the interesting things he has to say about his game and the design process, he's particularly instructive with regard to the production phase of putting your game out there.
This episode is 91.4 MB big and 01:06:34 long.
: What Shock: is and does
: Issues (as they connect to shocks)
: Resources for shocks and issues
: Beaming ads into your skull bones
: "The world ends a lot."
: The ideal number of people to play
: Ending soliloquy
: Protagonist and antagonist
: How conflicts work and orthogonal stakes
: Story goals
: The way minutiae affect things
: Playing audience
: "This is the first science fiction game!"
: Why did you design this game?
25:02: Philip K. Dick (in case you didn't know)
26:00: Criticisms of Shock: 1.0, Ron Edwards
27:06: Stuff that had to get edited out
27:28: Ubiquitous Primetime Adventures shout-out
28:50: Most useful feedback from playtesters, Thor Olavsrud
29:35: Vincent Baker
30:53: The hardest thing to fix (writing)
38:42: Give yourself a month to get something published
39:38: Ben Lehman
40:00: The Forge
44:29: Costs of production
47:31: Graphic design/layout challenges
48:34: Emily Care Boss
50:49: Order of operations for layout vs. editing
52:08: Form factor considerations
52:57: Golden rectangle
Closing music is Chatterbox by The Hub City Stompers.
Logo courtesy of Daniel Solis: http://danielsolis.com/