What makes us glad we've played some games, but regret we've played others? What are the game design equivalents of 'savoury' and 'sweet?' Why is a working title dangerous, what menaces lurk in model railway dioramas, and what is the Snare of the Tree?
Alexis Kennedy is an award-winning game designer who has developed some of the most original and intelligent indie games of the last decade, including
Fallen London, Sunless Sea and
Cultist Simulator. He is also the author of
Against Worldbuilding, and Other Provocations. "I published
Against Worldbuilding, and Other Provocations, and I got a good response. Readers also pointed out some things they'd prefer. Some wanted more original content. Some wanted more writing about the games I've made. One wanted "
The Design of Everyday Things but for games." A couple of helpful souls pointed out that the first edition would have benefited from page numbers.
This is a first stab at delivering some of those things. I can confirm the presence of page numbers. It's all original content. Some of it is about the games I've made. And I originally intended this book to be a much longer weightier thing, a total encapsulation of my views on games and game design. You'll be relieved to hear that this ain't that. I'll need another few years to marinade anything that size.
The Snare of the Tree, And... is, instead, a punchy little number that you should be able to absorb in a couple of days of commuting."