I'd certainly be up for a contest, although I don't actually have a single-stash or treehouse-stash game in the works (yet ;-) Take care, all! Subhan On 2/7/06, Brian Campbell <lambda@xxxxxxx> wrote: > On Feb 7, 2006, at 2:27 PM, Christopher Hickman wrote: > > > I guess I seriously underestimated the demand here. No one else > > has any > > comment on a contest to design quality single-stash games as entry > > level > > Icehouse games? > > Hmm, I managed to miss this the first time around. > > > This is a good idea. As Mark Rosewater (of Magic: the Gathering > > designer > > fame) frequently mentions, restrictions breed creativity. > > I definitely agree that restrictions can be extremely helpful in > inspiring elegance, creativity, and lots of other good stuff, though > removing restrictions can also help see problems from a completely > different angle ("why does a board game have to have a board, or > turns?") > > I think one of the reasons Icehouse is such a good game system is > because of it's fairly limited palette. You only have a couple colors > to work with, 3 sizes, and 5 pieces of each size/color. The > restrictions here actually end up serving as inspiration, and I think > the restricted palette of one or a couple of Treehouse sets could > also provide such inspiration. > > > Another added benefit of forced creativity, there's the obvious: > > Restricting > > to single-stash games gives us more of what we need--single-stash > > games. :) > > Yep! Single-stash games are so much more convenient than multi-stash > games, for a variety of reasons: cost, space, ease of setup and > cleanup, and so on. > > > I'd also like to bring up something else I recently read. > > According to Wil > > Shipley (http://wilshipley.com/blog/2006/01/os-x-prize.html), Larry > > Page of > > X-Prize fame believes that prize-incentive research is the wave of the > > future. Since the horizontal growth of the Icehouse market is more > > important than the vertical growth, and elegant and compelling > > single-stash > > games allow for an easier introduction to the world of Icehouse, > > perhaps a > > prize to spur developers would be good. The bounty discussed in > > the above > > linked article began with a $100 prize and has grown to over $6000 > > in mere > > days. If some such similar bounty were made for compelling single- > > stash > > games, with the Icehouse community at large adding their own > > donations to > > support the effort, I think we'd generate some good stuff. > > :/ I'm not very fond of the idea of having monetary prizes for > Icehouse game design competitions. The X-Prize is a very different > beast from game design. There is a very high cost of entry in aero > and astronautics, which means that there needs to be some fairly high > potential payoff for people to spend the time and money to design a > new spacecraft. Game design can be fairly quick or somewhat involved > (as in, Andy vs. Kory's design styles), but it costs nothing and the > time taken is doing something you enjoy and would do in your free > time anyhow, playing games. Also, I think money could make the > community a lot less friendly; when money's on the line, people are > going to care a lot more about the vote being fair, you have to worry > about people stacking the vote, and so on. I prefer being a member of > a casual community where people design games for the fun of it, or at > least for just fame and glory, rather than a truly competitive group > motivated by money. > _______________________________________________ > Icehouse mailing list > Icehouse@xxxxxxxxxxxxxxxxxxxx > http://lists.looneylabs.com/mailman/listinfo/icehouse > -- ===== Work like you don't need money, Love like you've never been hurt, and Dance like no one's watching. @->>-- @->>-- @->>-- @->>-- @->>-- @->>--