10 Rules

Game designers are a frustrating bunch as a collection or archetype. They are fussy. They quibble over minutia. They are annoyingly exacting while also being ridiculously obtuse. They love to qualify every statement with endless outliers.
Ok, maybe that is just the traits of smart people…
Either way, I found myself walking the dog and listening to the latest episode of the Hypothesis 1, and grumbling about it.
This wasn’t too surprising. I grumble a lot when listening to design podcasts of all sorts. I got opinions. The loosely held, strongly defended kind.
That leads to grumbling.
This time, more than once, I had to stop and replay parts of the discussion. A sort of, “Did they actually just say that?” and “Well, I wouldn’t say it that way myself.”
I was annoyed to not be sitting at my desk with pen a paper. Annoyed that I wasn’t on the call to argue with them. Annoyed that it was 24° F out and I had to take off my gloves for the damn dog bags again.
Why do huskies crap so god damn always?
The theme here is that I was annoyed that I couldn’t engage with Luke, Chris and Sam on this topic. A topic, to be super clear, that is deeply ingrained into my being.
Creative rules, creative processes are a thing I actually talk about pretty often with my partner. With my kids. With my friends.
So here is my imperfect contribution to their podcast. Rule by rule. Kossakovsky’s rules to frame it. The Alchemist’s rules and then my rules. All done with love for the podcast and the people who are behind it.