I have had a long time to think about my own creative
ethos such as; being creative, open minded, inclusive, chase an idea and
develop it, try not to fix on your first idea and such. I want DR Games to embody
some of this. So, I conceived of three principles that I hope all my games will
reflect and embrace, helping form a recognisable brand.
The three principles are:
Narrative. I am keen to have to have a story for every
part of any game I create. In my mind elements of a game need to be created for
a reason and that is often story driven. In fact, I want this narrative to
continue through the game, so the players end up making their own stories after
it is out of my hands. It’s that sense of emersion I want to imbue in my games,
one that comes from the story. At the same time, I think that doing this makes
everything make sense, increase peoples’ chances of remembering and makes it
more fun!
Streamlined. I have seen many complex games over the
years and although some are great, they often involve a high level of
commitment, time and learning which most of us find hard to cram into everyday
life and maybe a bit off putting. I am keen to create involved games but also
make them streamlined. What I mean by this, is reduce the number of counters,
cards and pieces, break down the rules, simplify the system, find other ways to
impart information. It is about being more inclusive and appeal to a larger
demographic but still at its core deliver something that is expected, at a
shorter play time.
Recognisable. One of my aims is to create a brand
continuity. My drawings and map work will be a unifying element through the
range of products I produce. This is an illustrative style that relies on hand
draw line techniques and shading which has been embodied by my Dark Realm Maps.
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