Failure


Burning Cannibals

One of the challenges of game design is knowing when to stop designing. Sad to say, some designs are just dead ends. It’s better to shove them into a well-labeled box somewhere, take a day to clear your mind, and start over from scratch. That’s where I’m at with the “Alfred Packer Cannibal Card Game”…

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Instant Drama – Just Add Failure – Part 2

Previously, I discussed how failure makes for good stories, but writing failure into games is challenging. Because while players may appreciate the drama of failure, they hate failing. Today I’m back with some ideas for how to incorporate failure into your game story without adding failure to your game play. First, a note on player…

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Instant Drama – Just Add Failure – Part 1

Failure is important for good storytelling. Failure is what drives stories forward, what drives protagonists to try stupid, risky things, what raises the stakes so that what started out as a minor issue turns into a life-threatening crisis. Without fear of failure, there is no tension. Without actual failure from time to time, that fear becomes…

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Here’s Your Stinking November Fiction!

When I looked up on Friday, I realized that November was nearly over, and I had no fiction to show for it. I was failing National Just Write Some Fiction Already Month — but I wasn’t about to go down without a fight. So I picked a fight in the form of 500 words (or…

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NaNoFailure

National Novel Writing Month is over, and I have nothing to show for it. Okay, that’s not true. I have over 30 thousand words to show for it, as well as a killer outline I feel really good about, but it’s it’s not National Outline Writing Month is it? I didn’t finish the book. I…

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2013: The Year in Failure

I’m a big a fan of failure. The only guaranteed way to not fail is to not try anything new — which is, coincidentally, also the best way to avoid success. If you’re failing, it means you’re trying, which puts you two steps closer to success than you were before. So yes, I’ve failed a…

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Pre-failing

While the One Game a Month project has its own, optional theme each month, my personal theme for the project every month has been “failure.” Whether I embrace it or narrowly dodge its fail-soaked bullet, failure looms over every month I try to make a game — and May is no exception. This month I…

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Accepting Success

Remember when I promised to finish one game a month? Okay, I promised to try to finish a game a month? And then I failed? Well, it’s the end of another month, and I’m pleasantly surprised to announce that I have, in fact, succeeded in finishing a very small video game. Oh, it’s not very…

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Yay Failure!

Late last year, I wrote about embracing failure. Specifically, I wrote about how I was trying make a small video game every month of 2013 — and how I was totally going to fail in that attempt. But then in January, thanks to the Global Game Jam and some really talented partners, I dodged that…

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Embracing Failure

I’ve just set myself up to fail – not just once, but twelve times. Once a month for the next year, there’s a very good chance that I will fail. The task? Creating a video game inside of a month. It’s part of the “one game a month” challenge (as detailed on the coyly named…

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