I hit the designer’s version of writer’s block for the first time this winter. I wasn’t sure how to deal with it, so I decided to avoid the issue by throwing myself into playing a lot more games. And reading even more.
Turns out, that’s exactly what I needed.
Every time I read or play a game two things happen:
I won’t dive into every game I’ve played or read, but I want to focus on one specifically: Interstitial: Our Hearts Intertwined by Riley Hopkins a.k.a. The Kingdom Hearts roleplaying game.
I had no idea what to expect when I agree to play this game. I’ve never played more than 30 minutes of Kingdom Hearts. I’ve never played a game where I roleplay an existing character. And I’d never actually heard of the game until someone suggested we play it. The game is made with the Powered by the Apocalypse (PbtA) system, and at this point I’d had lukewarm experiences with PbtA games.
So it’s probably fair to say my reaction going into this game was, “Meh.”
My reaction coming out was, “I love this game. I have so much to learn from this game. When can I play again?”
If you want to hear me talk about the game as a player, you can keep an eye on the Voices at play podcast, where I was part of a roundtable discussion about the game. That episode will be coming out in the next month.
Here I want to focus on the game as a designer.
This blog is a mix of game design analysis, commentary on issues affecting indie dev spaces, and some personal reflections.