Monday, August 22, 2005

What do you want to see on Lost Garden?

Hola,

I just checked my site stats and things finally seem to be settling down to normal after the spike in June of being linked to on Slashdot. Here are some numbers and a question for all those kind souls who appear to be regular readers.
  • Daily unique visitors: 515 per day on the week days. 381 per day on the week ends
  • Average page views per visitor: 2.1
  • Monthly unique visitors: 5600
It's not a huge group of folks, but everyone who writes in seems intelligent, well spoken and remarkably insightful when it comes to game design. You rock.

I started this blog because I felt there was very little practical game design advice available on the internet. The only way we are ever going to get a large number of quality innovative games is if there is a population of game designers trained in the basics. Yet many industry members are wary about sharing their tips, tricks and proven techniques. The result is a vacuum of knowledge that encourages treating design as risky, mysterious activity.
  • My hope was to create an online resource to that acted as a repository for practical design tools and processes.
  • I've stayed away from technology and most 'current events'.
  • I've tried to avoid (though I'm not sure how successfully) the obscure philosophical ranting that often accompanies design blogs. Instead the focus has been clear descriptions of common problems.
  • Finally, I've focused on example game designs such as Space Crack and Secret Life of Aliens to ground the discussion.
There are several directions this site can go from here. I'm curious what you are interested in. Here are some ideas that have been floating about:
  • Guest Designers: I could open the site up to game designers who have published a game and ask them to write on tools they find critical to their success.
  • Advanced business topics: I can focus more on the money side of design. It is a fascinating topic.
  • Life of a game: I can dig into the development of an actual game in more detail. This sacrifices the theory a bit, but gives you more details. Think of it as yet another game diary.
  • Current events from a game design perspective: What the hell is Nintendo/Xbox 360/Hot Coffee doing and how does it effect my game design choice?
  • Monkeys: I've always been a big fan. Really big.
Thoughts?

Woot,
Danc.