I used to say I created
My Life with Master to show other designers the kind of games I'd be excited to see from them as a consumer. Of late I've realized that's only part of the reason, and that myself I didn't even understand what exactly I was trying to "show". And as a result I've started to understand why I've kept designing games.
If you file the serial numbers off of
My Life with Master, and then keep filing until all that's left is the underlying framework, you find a social structure for collaboratively creating a story that relies on: shared creation of antagonism, to be managed in play by the GM; conflict resolution, based on a few thematically meaningful character stats that fluctuate with each and every conflict outcome and manage progress toward story closure; and an institutionalized preservation of the protagonism of player character.
Now take a look around. Take some recent games and file them down to the framework, and you find shared creation of antagonism, conflict resolution built from a small knot of thematically relevant character stats that fluctuate with every conflict, etc. You find what's effectively the same architecture of collaboration, transported to new themes.
So, mission accomplished, right? Time to retire.
But damn if I haven't been dug in on
Acts of Evil for all I'm worth since early 2005. I spent the better part of a year working on a game called
Soul of Man prior to
Acts of Evil, and then put it on the shelf after alpha playtesting. But
Acts of Evil has had me in its clutches for three fucking years!
Why?
(Enjoy psychoanalyzing me in the comments if you're so inclined. I'll hold off on what I've realized until tomorrow.)