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	<title>Comments on: Doing The Work, Part I</title>
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	<link>http://ryanmacklin.com/2009/08/doing-the-work-part-i/</link>
	<description>One man&#039;s blog about games and social media</description>
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		<title>By: Micah</title>
		<link>http://ryanmacklin.com/2009/08/doing-the-work-part-i/comment-page-1/#comment-168</link>
		<dc:creator>Micah</dc:creator>
		<pubDate>Wed, 19 Aug 2009 03:38:43 +0000</pubDate>
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		<description>Really great article Ryan. Fantastic (and difficult to follow) advice. What you are describing is along the lines of a manifesto written by the graphic designer Bruce Mau. It&#039;s packed with lots of good advice about the graphic design process but most of it can be applied to game design as well.

Specifically, your post reminds me of this principle: &quot;Process is more important than outcome. When the outcome drives the process we will only ever go to where we&#039;ve already been. If process drives outcome we may not know where we’re going, but we will know we want to be there.&quot;

The rest of the manifesto is here if you are interested: http://www.brucemaudesign.com/manifesto.html</description>
		<content:encoded><![CDATA[<p>Really great article Ryan. Fantastic (and difficult to follow) advice. What you are describing is along the lines of a manifesto written by the graphic designer Bruce Mau. It&#8217;s packed with lots of good advice about the graphic design process but most of it can be applied to game design as well.</p>
<p>Specifically, your post reminds me of this principle: &#8220;Process is more important than outcome. When the outcome drives the process we will only ever go to where we&#8217;ve already been. If process drives outcome we may not know where we’re going, but we will know we want to be there.&#8221;</p>
<p>The rest of the manifesto is here if you are interested: <a href="http://www.brucemaudesign.com/manifesto.html" rel="nofollow">http://www.brucemaudesign.com/manifesto.html</a></p>
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		<title>By: Michael Wenman</title>
		<link>http://ryanmacklin.com/2009/08/doing-the-work-part-i/comment-page-1/#comment-166</link>
		<dc:creator>Michael Wenman</dc:creator>
		<pubDate>Tue, 18 Aug 2009 08:49:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.ryanmacklin.com/?p=150#comment-166</guid>
		<description>I agree 100% with you on this. 

I&#039;ve generated the kernel of a hundred games, maybe more. But actually doing the work of generating something playable out of them takes work, maybe a quarter of my ideas have actually been developed enough to be playable. Maybe a quarter of those developed ideas actually make it to my own game table for a bit of additional refinement, and only a fraction of them do I consider worthy of extra work and eventual (possible) publishing.

But every one of my ideas provides something of benefit, even if it&#039;s just a new way of looking at an existing game or a new method to invoke a specific reaction from my players. Design&#039;s pretty scattershot the way I do it. Sometimes I hit, but more often I&#039;m just laying covering fire.</description>
		<content:encoded><![CDATA[<p>I agree 100% with you on this. </p>
<p>I&#8217;ve generated the kernel of a hundred games, maybe more. But actually doing the work of generating something playable out of them takes work, maybe a quarter of my ideas have actually been developed enough to be playable. Maybe a quarter of those developed ideas actually make it to my own game table for a bit of additional refinement, and only a fraction of them do I consider worthy of extra work and eventual (possible) publishing.</p>
<p>But every one of my ideas provides something of benefit, even if it&#8217;s just a new way of looking at an existing game or a new method to invoke a specific reaction from my players. Design&#8217;s pretty scattershot the way I do it. Sometimes I hit, but more often I&#8217;m just laying covering fire.</p>
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		<title>By: Eric J. Boyd</title>
		<link>http://ryanmacklin.com/2009/08/doing-the-work-part-i/comment-page-1/#comment-158</link>
		<dc:creator>Eric J. Boyd</dc:creator>
		<pubDate>Thu, 06 Aug 2009 16:52:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.ryanmacklin.com/?p=150#comment-158</guid>
		<description>It&#039;s nice to know I&#039;m not the only one who feels this way : ) 

Because I know that a lot of what I write or design sucks, I am soooo thankful that there are people in this community eager to read things over, swap ideas, etc. Of course, the signal to noise ratio out there means that you actually have to do a lot of the work and have the courage to put it out there in all its suckitude to reap the benefits of other people&#039;s input. No risk, no reward.

Needless to say, we&#039;re eager to see a Mythender draft in all its suckage and help you hammer it into a weapon of awesome.</description>
		<content:encoded><![CDATA[<p>It&#8217;s nice to know I&#8217;m not the only one who feels this way : ) </p>
<p>Because I know that a lot of what I write or design sucks, I am soooo thankful that there are people in this community eager to read things over, swap ideas, etc. Of course, the signal to noise ratio out there means that you actually have to do a lot of the work and have the courage to put it out there in all its suckitude to reap the benefits of other people&#8217;s input. No risk, no reward.</p>
<p>Needless to say, we&#8217;re eager to see a Mythender draft in all its suckage and help you hammer it into a weapon of awesome.</p>
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