It’s been a while since I’ve written a game-design essay. I’ve had a lot on my mind.
So: Shattered Vistas. The problem I run into is not a mental block, per se, but a vast empty mental plain. Perhaps a mental highway interchange. It’s not that I have no idea where to go next, it’s that I have too many ideas where to go next, and suffer a crippling inability to follow up on any of them.
Am I trying to do too much?
Shattered Vistas has some big goals, and one of them is being a definitive modern work of gamism-oriented gaming. That’s… a tall order, especially for my first full length game. Much better I think, to start small.
I’ve *done* five page high-concept. (Hell, with Kingdom of Bluuud!!!!, I’ve done three page, really-high-concept.) With Rummy Fight!, I’ve done pamphlet-sized playable. Council of Magisters is easily PDF-playable, although it lacks refinement.
What I need now, is a Fantasy Heartbreaker, preferably without the heartbreak.
I suspect, given my relative inexperience, that whatever I put out there is going to be an unpolished, but lovable, mess. Rather than going for a grand opus to change the way I look at gaming, maybe it would be better to make a game more within the lines, and save the showstoppers for an older, wiser, more experienced future-Willow?
I’m pretty sure I have the perfect premise for a decent fantasy heartbreaker: the Age of Air.