Now, the Twist: Live Fast, Take Chances
by Colin McComb
Colin McComb’s Now, the Twist takes a long, hard look at game design.
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Weeks ago, we talked about the price of freedom and what it means to have an external code imposed on us. Today, we’ll turn that around and discuss what it means to have an internal code that we use as a guidepost when creating games. I don’t mean the publisher’s or developer’s code—I’m talking about the internal regulator that tells us when we’ve gone too far… or that we need to go further.
It’s All New to Me
One of the defining characteristics of game designers is ego. I’m not talking about pride, mind you, but ego: the notion that what we create has some intrinsic value. If you’re doing this professionally, then this is true, in the objective sense that people are willing to exchange their money for your ideas.
This is both gratifying and worrying, especially if you’re not entirely sure what it is that they like. This is the case in any creative endeavor; it’s part of the reason why a second or third album by musicians is frequently more tentative and unsure of itself than the first, which the musicians simply recorded in a burst of creativity. Still, once you’ve put in some time and people keep buying your work, you start to feel like you have a handle on your work.
This might even be true…



