How Game Design Works / Doesn’t Work: A Lesson From the ‘What Would Molydeux?’ Gamejam
“Actually … I don’t know where I’m going with this.”
At a 48-hour game jam, where time is more precious than money, a brief lack of direction isn’t the disaster it would be at an Activision or an EA. It might even be a good thing, allowing just enough room and respite for that one idea that makes a fragmented game come together.
The participants of “What Would Molydeux?”, a multi-city design event that derives game concepts from the whimsical, semi-sincere mind of Peter Molyneux’s Twitter-bound doppelgänger, have the weekend to turn an inherently silly premise into something innovative and playable. And, you know, to figure out where they’re going with this.Continue reading How Game Design Works / Doesn’t Work: A Lesson From the ‘What Would Molydeux?’ GamejamHow Game Design Works / Doesn’t Work: A Lesson From the ‘What Would Molydeux?’ Gamejam originally appeared on Joystiq on Mon, 02 Apr 2012 21:45:00 EST. Please see our terms for use of feeds.
Permalink | Email this | Comments



