Systems, gameplay, user experience, writing, and management.
In the beginning, we made games for fun. It was mostly not fun, because in making games we slaved over our work and destroyed our lives and selves in the process. Then, we realized we could make games that were fun without destroying the fun in our own lives, and things improved.
As the video game industry turns half a century old, we look to new paradigms. Why should a game designer with expansive knowledge work on a single game at a time, when they have ideas for 100? Why not work on multiple games and help everyone break through their creative walls so that they can make their games a reality? Why not, indeed.
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