Beyond Race for Points: Moving out of my Comfort Zones in Game Design
"Most significant work comes out of misunderstanding." — Milton Glaser If there is a big ancient tree at the center of the lush rainforest of graphic design, Milton Glaser is probably it. He's been at the design profession for decades, so he speaks wisdom on the subject. He describes a professional getting good at drawing Cocker Spaniels, then getting hired to draw more Cocker Spaniels, and eventually just getting burned out. Then he switches to drawing goldfish. In the transition, he'll make mistakes and have misunderstandings. In those misunderstandings, great work can happen. In my case, I've designed a lot of games that boil down to a race for points. The central victory condition is earning the most points, usually measured on an actual track. The means by which you earn points can be quite different, but it's still all about who has the most points. Then there is a conditional endgame, like a deck running out, a certain number of constructs being c