Feedback on Tell Me About Your Flowers
Concise. To the point.
I think I do most of these things in my game design, but for some of them it’s hard. They definitely feel like a worthy set of goals to aspire toward. As someone who tends to focus on big picture over small picture, it can hard to focus on a specific event, thought or memory (Point 2), it can be tricky to think of emotions as fleeting experiences of the metaphysical rather than echoes of a grander scheme (Point 3), and focusing on brevity over detail (Point 8). However, my current monthly project is really aiming in that kind of direction. Where possible, I always try to treat players as co-creators of the experience (Point 6) and rarely try to convince people I’m smart (Point 9) because I know that we designers stand on the shoulders of many other designers who have incrementally built something amazing in the form of our hobby.
I’m sure I’ll be taking on board a lot of the ideas you’ve mentioned here, even subconsciously.
I don’t even know if you wanted a critique or discussion on the manifesto, but I’m going to try to add some ideas to every entry that gets posted.