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KevinWilson42's profile
Kevin Wilson
Kevin Wilson
Kevin Wilson
@KevinWilson42

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Kevin Wilson

@KevinWilson42

He/Him. Freelance Game Inventor (Arkham Horror, Descent, Android, TMNT, and many others). Feel free to buy me a cup of tea at http://ko-fi.com/kevinwilson .

Minnesota
wilsoncreativellc.com
Joined October 2012

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    Kevin Wilson‏ @KevinWilson42 28 Jan 2018

    Although it's not really part of my job any more, I get shown a lot of game designs by their designers and asked for my opinion. Now, my tastes are subjective, so I generally steer the conversation towards the designers' goals and how the game can better meet them.

    7:16 AM - 28 Jan 2018
    • 23 Retweets
    • 73 Likes
    • Animal Ailments Game Th3rd World Studios TwinRavenGames Jan Wilson ThinkAdventureGames Iain // Unpopular Mechanics Andrew Griffin Brian McDonald Peter Wocken #BlackLivesMatter
    3 replies 23 retweets 73 likes
      1. New conversation
      2. Kevin Wilson‏ @KevinWilson42 28 Jan 2018

        During this process, I've noticed a number of patterns about how the game demos go and what that says to me about the games themselves. First off, designers tend to open with what they think is important about the game. This can be very enlightening for me.

        1 reply 0 retweets 12 likes
        Show this thread
      3. Kevin Wilson‏ @KevinWilson42 28 Jan 2018

        If the first thing I hear is a laundry list of established mechanics, that's a danger sign for me. It's often an indicator that the design lacks a center. This can be because the designer is green (and in their imitation phase) or just didn't have a strong vision to begin with.

        2 replies 0 retweets 12 likes
        Show this thread
      4. Kevin Wilson‏ @KevinWilson42 28 Jan 2018

        Generally, if they stumble about at first, I'll pry with a question. "What's the clever bit? What holds it all together?" Whether it's a novel mechanic, a particular twist, or just a really cool game component, I find that most great designs have something at their core.

        1 reply 0 retweets 12 likes
        Show this thread
      5. Kevin Wilson‏ @KevinWilson42 28 Jan 2018

        I find it to be a good sign when they open with a short personal story of what the game's about or why they made it. "I played game X and it made me mad.", "My passion is gardening, so..." Not always true, but when there's thought beyond "I wanted to design a game." it's good.

        1 reply 0 retweets 14 likes
        Show this thread
      6. Kevin Wilson‏ @KevinWilson42 28 Jan 2018

        How do I open my game pitches? Usually, I tell a very brief story of the game's theme, quickly summarize similarities to other games for familiarity's sake, and then I explain "the clever bit". Normally, that's ~3-5 minutes of talking.

        1 reply 0 retweets 15 likes
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      7. Kevin Wilson‏ @KevinWilson42 28 Jan 2018

        After that, most publishers will follow up with a couple of questions, and then know if they're tentatively interested in the design or not. Some want to play a full game at that point, others a couple of turns, and some want to take a prototype with them.

        1 reply 0 retweets 13 likes
        Show this thread
      8. Kevin Wilson‏ @KevinWilson42 28 Jan 2018

        "You're time travelers stranded in a prehistoric valley full of dinos. Time rifts can open up, dumping historical figures from other eras there with you that you need to get home. Also...everything you do to change the past causes paradox, which can destroy the group entirely."

        2 replies 0 retweets 11 likes
        Show this thread
      9. Kevin Wilson‏ @KevinWilson42 28 Jan 2018

        I would then elaborate a bit on what causes paradox, and perhaps go into one or two other major fun elements of the game if the publisher looks curious and interested. When in doubt, it's better to pause for questions than bull on ahead.

        1 reply 0 retweets 10 likes
        Show this thread
      10. Kevin Wilson‏ @KevinWilson42 28 Jan 2018

        More talking isn't more convincing, and I should have an "OooOOoo" moment at least once in the first 2 minutes or so of your pitch. You have a very limited amount of time in which to get your audience excited, so don't waste it.

        4 replies 1 retweet 23 likes
        Show this thread
      11. End of conversation
      1. Brad Fuller‏ @ThriftGamer 28 Jan 2018
        Replying to @KevinWilson42

        Great advice. I’ve always valued your opinion when I have shown you my prototypes.

        0 replies 0 retweets 0 likes
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