1 – 6 of 6
Blogger Timeshadows said...

Interesting choice of font.

This directed toward anyone in particular 'round these parts?

January 24, 2010 at 11:45 PM

Blogger Rob Kuntz said...

Hey TS:

Font? I had no idea what I chose... :)

Not really, the whole is a general treatise I am working on (again, the essays I have mentioned, including on Play, and others).

I have been adding notes along with the expansion of my memoirs. As I detail memoir sections on EGG, or Arneson, even one on MAR Barker who I met twice and had fine discussions with, Fritz Leiber (same), Len Lakofka, etc. well all of that becomes not only matter for the memoirs, but while organizing these memories they point to things in the past which were important then and still are now. Good game design included.

It's good for us all, or so I feel, myself included. And I am still learning. :)

January 25, 2010 at 12:12 AM

Blogger Timeshadows said...

I eagerly await the complete work, but glean so much from each of these.
--Thank you, and thanks. :D

January 25, 2010 at 12:39 AM

Blogger bubbagump said...

Interesting parallelism here with some of my own experiences and thoughts.

Years ago when I was struggling to build my first business, one of my mentors game me some grand advice: "If you want something you don't have, you must do something you haven't done."

I give the same advice to every person I coach. It seems the principle works well for game design, too, eh?

January 25, 2010 at 1:41 AM

Anonymous Anonymous said...

It's about fearlessly venturing out into the great unknown and returning with "knew" wisdom. However, I'll take Hemingway and/or Picasso as my guide any day.

Thanks for this post. I think it applies to creation of any kind because artists should never "confine themselves to a box"...

January 25, 2010 at 8:46 AM

Blogger Rob Kuntz said...

Thanks to everyone for the comments. BG and I seem to be on the same wave length these days, as does Dr. Haukenlaurm, who I am late in responding to with an email.

@Journalizer: The comparison of Hemingway and Picasso, in retrospect, isn't as good a choice of course for those striving to meet those standards and perhaps a better one should have been forwarded for anyone wanting to design by imitation, but I was sidling away from the latter direction. There are many routes one can take in game design, but I feel, as you suggest, to "venture into the great unknown" sans predispositions is where unique design will most often occur, as it did, for example, for the designer of "Diplomacy," Allan B. Calhamer.

Yeah, a "box" is where you store manuscripts and books, right? ;)

@TS: Read part of the Wetlands Encounters; i do most reading before sleep, so hopefully I do not have nightmares of leaping lizards. ;)

January 26, 2010 at 1:34 AM

Comment Here
You can use some HTML tags, such as <b>, <i>, <a>

Comments on this blog are restricted to team members.

You will be asked to sign in after submitting your comment.
Please prove you're not a robot