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Project Horseshoe: Summer Camp for Game Designers

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Contributor
Posts: 91
Joined: 11 Jul 2006

Project Horseshoe: Summer Camp for Game Designers

Project Horseshoe is something like summer camp for game designers. The setting is the same: There are canoes and cabins and campfires. The workgroups have facilitators - the grown-up's answer to counselors. Their idea is your hands should be as busy as your mind - something that contrasts from most sit-and-listen conferences and symposiums.

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IT Director
Posts: 1549
Joined: 13 Jun 2002

I really have little to add, other than wanting to mention that the look inside is fascinating and I'm looking forward to the next installments.

Infamous Scribbler
Posts: 634
Joined: 13 Jul 2006

The Fat Man has got a way with words, hasn't he?

Fascinating stuff. Unfortunate that they've asked you to keep the detail low, but this is miles better than nothing.

I seem to remember last year's Project Horseshoe had notes from the conference published online afterward; if they're doing that again this year, would you kindly remember to provide a link?

Paperboy
Posts: 17
Joined: 17 Nov 2007

I like the site. I am a third year games design student, been hobby modding for years. My having experienced rewarding game play and social contact through real Role Playing on an Aussie NWN persistent world which inspired me to make games that have more meaning than so much of the dross out there.

I think, a format where you have a mature game referee/DM (from dungeon master) using software to interact with a group of players to create a fun environment and emotive responses through dialogue/situations, you get an immersion deeper than any other game I have played. Unfortunately a single player game will give you a powerful story line once, maybe twice. An open (mature) multiplayer environment where you have a storyteller position, you're only limited by human imagination and intelligence.

Gone Gonzo
Posts: 1256
Joined: 13 Jan 2007

slimer:
I like the site. I am a third year games design student, been hobby modding for years. My having experienced rewarding game play and social contact through real Role Playing on an Aussie NWN persistent world which inspired me to make games that have more meaning than so much of the dross out there.

I think, a format where you have a mature game referee/DM (from dungeon master) using software to interact with a group of players to create a fun environment and emotive responses through dialogue/situations, you get an immersion deeper than any other game I have played. Unfortunately a single player game will give you a powerful story line once, maybe twice. An open (mature) multiplayer environment where you have a storyteller position, you're only limited by human imagination and intelligence.

And tools. :)

Paperboy
Posts: 17
Joined: 17 Nov 2007

Arbre:

slimer:
I like the site. I am a third year games design student, been hobby modding for years. My having experienced rewarding game play and social contact through real Role Playing on an Aussie NWN persistent world which inspired me to make games that have more meaning than so much of the dross out there.

I think, a format where you have a mature game referee/DM (from dungeon master) using software to interact with a group of players to create a fun environment and emotive responses through dialogue/situations, you get an immersion deeper than any other game I have played. Unfortunately a single player game will give you a powerful story line once, maybe twice. An open (mature) multiplayer environment where you have a storyteller position, you're only limited by human imagination and intelligence.

And tools. :)

Oh yes... the tools. Thank the heavens for custom community based content as well.

 
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