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Feature: 'The Designer's Notebook: A Few Remarks on Creative Play'

In today's main feature article, Designer's Notebook columnist and game design veteran Ernest Adams points out the importance of game creativity as the market expands bey...

Simon Carless, Blogger

April 29, 2005

1 Min Read
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In today's main feature article, Designer's Notebook columnist and game design veteran Ernest Adams points out the importance of game creativity as the market expands beyond the "hardcore" gamer, proposing a taxonomy of the types of creative videogame play. Adams starts his column out by suggesting: "As game designers, we spend most of our effort on competitive play, whether it's player-versus-machine, player-versus-player, team-versus-team, or any of the other possible competition modes that we can use. Many of our discussions about core mechanics and balancing are essentially about the design problems of competitive play. We concentrate on competition because that is the essence of the oldest games, from Go to the Olympics of ancient Greece. It's also what our traditional market, the hardcore gamer, likes most. But what about creative play? It doesn't get as much attention." You can now read the full Gamasutra feature on the subject (free registration required.)

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2005

About the Author

Simon Carless

Blogger

Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.

He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.

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