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The game medium won't evolve with 'spray-and-pray' solutionsThe game medium won't evolve with 'spray-and-pray' solutions

In a new feature, designer Keith Burgun <a href=http://gamasutra.com/view/feature/172587/a_way_to_better_games_.php>expands on his ideas</a> of game design theory, writing that game jams and bringing new voices into the medium may not actually do much to further the science of design.

June 19, 2012

1 Min Read
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In a new feature, designer Keith Burgun expands on his ideas of game design theory, writing that game jams and bringing new voices into the medium may not actually do much to further the science of design. "There's an increasing trend of 'creating more disposable games'... These things can be great for the creators themselves, in that they are great practice at the skill of 'game development', but they are not generally helpful for the rest of us," writes Burgun. Meanwhile, attending a talk given by independent developer Anna Anthropy, he felt that her call to bring in more voices -- echoed by many -- does not actually help solve the problem of making better games. "According to her, our problem is that there's too much 'inbreeding', too much of us talking to ourselves; we need the infusion of as many new creative minds as possible to help take us into the future," Burgun writes. "While this is primarily a positive message, I have one problem with it. In my view, this equates to a 'spray-and-pray' solution; a 'do what we're already doing, but more!' solution." "The problem is that we don't have guidance," he writes. In his new article, he furthers the discussion he launched in March about developing a functional theory of games, which will allow designers to "critique our systems, for the first time in video game history." The full feature, in which he unpacks this idea and proposes solutions, is live now on Gamasutra.

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