Oh, the irony
For the last few weeks, I’ve been in crunch mode finishing up my new game, Train. I can’t tell you a whole lot about it except this:
- It’s one of six in a series titled “The Mechanic is the Message”
- It started as a design challenge to myself to experiment with the expressive potential of game mechanics.
- In the early days, I talked to three other people about it. Ironically, they are all named “Ian”, and no, that wasn’t intentional. About 60 people know about it now, but it’s still a pretty small circle.
- It’s non-digital, made by hand and took about 8 months to design, prototype and test and one month to build.
- It will be shown publicly for the first time this summer at the Game Education Summit at CMU along with the second game in the series, Where my people come from (Ni ceart go cur le cheile).
I was up until nearly 3 am on Thursday night trying to finish it up for an event it was requested to attend to complete it. That’s when one of the Ian’s (Schreiber, in this case), noted the irony of the following: that I was crunching for a game that did not have a ship date, did not have a publisher (on purpose), did not have any distribution (on purpose) and did not have any royalties or financial return attached to it (on purpose).