Psychochild's Blog

A developer's musings on game development and writing.

14 January, 2007

Weekend Design Challenge: Reader feedback
Filed under: — Psychochild @ 4:08 AM

It’s a new year, and I figured it’s time to see what you, the reader, are interested in.

So, what would you like to see for the Weekend Design Challenges? I mostly post these up for the education and entertainment of you all, so let me know what will educate and entertain you. :)

I’ve got a few ideas kicking around in my head, but I figured near the beginning of the new year was a good time to post this sort of thing.

So, give me feedback already! ;)


  1. Documentation is always good. Every jackass thinks they have an idea for the greatest game ever. Very few of them can write it down.

    Comment by Cael — 15 January, 2007 @ 4:58 AM

  2. It might be fun to pick games that failed, and say “fix it”. Maybe.

    Comment by Cameron Sorden — 15 January, 2007 @ 11:39 AM

  3. Use something like the iTunes model for the business model of a game. Explain thoroughly.

    Create a completely new genre – can it be done?

    Comment by Ratchet — 15 January, 2007 @ 3:12 PM

  4. Well, that’ll teach me to post while struggling through a massively boring logical design spec…

    Okay, in more amenable mood, how about this?

    Pick a classic game, any classic game, and describe gameplay in such a way that a programmer could write the systems code based on your description alone. ie – no “it’s a bit like Donkey Kong but..”. Just a pure description.

    Comment by Cael — 16 January, 2007 @ 1:14 AM

  5. This is a good one. The design meta-challenge. :)

    I like the thought of putting Cael’s suggestion into pseudocode.

    The subjective challenges are always fun, eliciting a discussion of the raw idea/content versus the mechanics.

    I also like challenges involving creating games where they’re not necessarily expected. I sent you the E-paper thing, but there are all sorts of interesting technologies coming our way that aren’t explicitly for games (gesture-based devices, the iPhone, personal robots, etc.)

    And finally, what about process challenges? What design process would be more appropriate for Game Idea X, versus Game Idea Y? That sort of thing.

    Comment by covert.c. — 16 January, 2007 @ 6:49 PM

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