Two recent events made me think about the ways we react to feedback and how I was trained some 15+ years ago.
My first experience with feedback on creative projects was in an online, international poetry workshop. The workshop required you to read some basic rules about effective writing, required you to maintain a critiques-given to critiques-received ratio, tempered that with explicit guidelines on how to give effective feedback, and had guidelines about how to receive and incorporate critiques effectively.
One of the main rules was encapsulated in a FAQ question:
Q: What if the critique doesn't appreciate the art of my work and it hurt my feelings?
A: Thank them. Always.
(I am paraphrasing).
I learned the art of giving and receiving critique in that environment, and it permanently shaped how I respond to feedback. I am extremely grateful for that fact. It gave me the tools to navigate accepting criticism in all parts of my life.
(This post assumes familiarity with the Forged in the Dark game system, i.e. Blades in the Dark).
I've been taking a mental break from cyberpunk to play around in the world of community-crime. This game focuses on mysteries set in a specific, close-knit community, and is inspired by everything from the TV show Shots Fired to the Stillhouse Lake books, and my own time working in a rural police department.
The game starts with a murder; the PCs are part of an investigative team brought in to determine the truth of what happened. Similar to Criminal Minds or Mindhunter or Shots Fired, the PCs aren't a local group. They have to overcome the secrets and suspicion of the locals to make any progress in their case.
There's a phrase in writing: "kill your darlings." Whatever part of your writing you find most precious is also probably the most self-indulgent . . . and needs to be erased.
Right before I released Karma v3.0, I was walking my dog and thinking about all of the possible feedback I would receive from playtesting, discussions, and editing advice. I asked myself, "What is my darling? And what is the one thing I don't want to change?"
There were two:
Here I am, almost one month after I finished v3.0, considering how I can kill both of these.
This blog is a mix of game design analysis, commentary on issues affecting indie dev spaces, and some personal reflections.