Sometimes, I think about game development in a computer-game-y way. Particularly, I divide system—procedures, rules, crunch, etc.—from assets—the pre-provided things you use to engage with those systems.
As I’ve been working on Et in Arcadia Ego, and particularly thinking about how to make room for continuing content, I’ve realized that the continuing content has to be an asset, though not all assets have to be that pluggable. I’ve also realized that making assets is a very different skill from making systems, and engages people differently. (more…)