"Innovation in game design" by Richard Bartle
GameFounders with Tallinn University Institute of Informatics presents the legendary Richard Bartle, co-writer of the first Multi-User Dungeon, author of the first book about virtual world design ("Designing Virtual Worlds", New Riders, 2003) and an independent consultant
Abstract: innovation is not difficult, as all game designers have ideas all the time. What's hard is sorting out the good ideas from the bad ones. I would argue that the way to innovate is to look at game design as an art form: the designer is conveying something to the player through the game design. If you design games that say what you want to say, then this adds consistency and authenticity to the design -- it gives each of your games a personality, a soul. If you filter your ideas by what's important to you -- even if you don't know why it's important -- then the resulting games will be better. If you have designers who can't think up ideas for games, well they probably shouldn't be designers -- it ought to come naturally. If they can, though, they get such a flood of ideas that their problem is not innovation, it's editing their innovation. Self-expression through design is the way to do that.
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