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Filip Wiltgren « Game design, writing, productivity

Game design, writing, productivity

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Filip Wiltgren « Game design, writing, productivity | wiltgren.com Reviews
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Game design, writing, productivity
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Filip Wiltgren « Game design, writing, productivity | wiltgren.com Reviews

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Game design, writing, productivity

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Using Fear in Your Game Design « Filip Wiltgren

http://www.wiltgren.com/2015/08/10/make-them-afraid-and-they-will-love-you

Resources for Game Designers. Using Fear in Your Game Design. Imagine this: you’re going to work. You’re one of those ecological types who takes the train (or you’re too poor to drive, who knows). You’re walking down to the station when you realize that the train is already there – you’ve got seconds before it leaves! 8221; you’re likely to have answered “no”. And yet there you were, running like crazy because the train was leaving. Would I get fired? Would anything, anything at all, happen? See, there&#...

2

Filip Wiltgren, Author at Filip Wiltgren

http://www.wiltgren.com/author/filwi91

Resources for Game Designers. Author Archives: Filip Wiltgren. Sales and Submissions August 2016. So there hasn’t been a new blog post for a while. It’s one of those IRL things – when time and energy become scarce I’ve needed to prioritize. And I’ve chosen writing above writing about writing. But here’s an update about what’s been going on. Read More →. Posted in Everything Else. Self-Limited – Published in Nature. Analog Game Design 103: First Solo Playtests. Read More →. Posted in Game design. I’...

3

To Publish You Need to Give Up Control « Filip Wiltgren

http://www.wiltgren.com/2015/08/03/to-publish-you-need-to-give-up-control

Resources for Game Designers. To Publish You Need to Give Up Control. Right now I’ve four games and nine short stories under review, that is, a publisher has them on her desk and is considering whether to publish them. Or more accurately: a publisher has them in her slush pile and hasn’t taken the time to go through it yet. Accepting a loss of control. Control is not Perfection. No one can agree with you either. Control is not Freedom. Been there, done that. Fear sucks. See, control masquerades as freedo...

4

Limitations Archives « Filip Wiltgren

http://www.wiltgren.com/tag/limitations

Resources for Game Designers. 8211; Neil Stephenson, Snow Crash. For a long, long time I wanted to make a grand scale WWII war game. I thought, I scribbled, I talked. I wrote up rules, made graphics, laid everything out. Everything was ready, except for one thing: the game. Posted in Game design.

5

Characterization Archives « Filip Wiltgren

http://www.wiltgren.com/tag/characterization

Resources for Game Designers. Worldbuilding 101: Writing Unequal Societies. Where are the chamberpot-technician? Nowhere, that’s why. Fact is, that most works of fiction, whether SF, Fantasy, Horror, you name it, operate from the basic assumptions of an equal society. And that means that we’re missing whole segments of world building, encounters and stories that are never told because they can’t be conceived of. Coherent and Divergent Characters. Pass the d17 and let the immersion commence. Characterizat...

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Step by Step Guide To Earning Press Coverage For Your Game | Indie Wolverine

http://indiewolverine.com/2016/02/11/step-by-step-guide-to-earning-press-coverage-for-your-game

Join an Awesome New Community. Step by Step Guide To Earning Press Coverage For Your Game. Why is Press Coverage Important? We all know that getting coverage from streamers and YouTubers is incredibly important and that importance doesn’t seem to be going anywhere. On the flip side, it seems like your old-school traditional gaming sites are dying and nobody visits them anymore, right? Is there value in the mid-tier niche gaming site space? Let’s take a look at a site like MMOhuts.com. Now that we underst...

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Filip Wiltgren « Game design, writing, productivity

8211; Neil Stephenson, Snow Crash. For a long, long time I wanted to make a grand scale WWII war game. I thought, I scribbled, I talked. I wrote up rules, made graphics, laid everything out. Everything was ready, except for one thing: the game. Using Fear in Your Game Design. So you start running, coat flapping (hey, maybe you’re one of those cool guys who wear a coat), leather patches on your cardigan slapping your elbows (or not). And then the train leaves. Without you. What happens? Imagine unboxing y...

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