Ludotronics

A Comprehensive Game Design Methodology
From First Ideas to Spectacular Pitches and Proposals

The content of this website is licensed under a Creative Commons CC BY-NC-SA 4.0 Attribution–NonCommercial– ShareAlike 4.0 International License. You can freely use and share everything non-commercially and under the same license as long as you attribute it to and link to:

J. Martin | betweendrafts.com | ludotronics.net

However, you can also buy the Ludotronics PDF edition
for an unreasonably moderate price at DriveThruRPG.
Learn here about the five excellent reasons to do so!

Why DriveThruRPG? It’s the largest download store for role-playing stuff in existence and you’ll probably end up buying much more than just your copy of Ludotronics. Which would benefit game designers everywhere!

Why not Amazon? For one, illustrated non-fiction isn’t well-suited for the Kindle format. Also, at a €14.99 price point, Amazon’s cut amounts to €9.75. Well, no.

Phase 06
Welcome to the Postmortem Phase!

Postmortem Phase Introduction

Introduction

For several reasons, the following sections are not simply relegated to this treatise’s “back matter” but constitute levels, and a phase, in their own right.

First off, Level One: References is not just a list of works mentioned throughout the text. Many if not all of the works cited deserve and even demand to be read, watched, or followed up on in general. As a reminder, the Ludotronics paradigm is a methodology, nothing more, nothing less, which is first and foremost about processes and procedures and much less about artistic intent and execution. For the latter, engaging these listed sources is indispensable. Also, many of these sources contain valuable information for beginners on the one hand and specialized information for professionals on the other, neither of which this treatise is focused on.

Similarly, Level Two: Rightsholders is not just a list of games and movies mentioned throughout the text. It’s a cross section of works of art that provide information and illumination, patterns and paradigms, and experience as both expertise and awareness for the game design profession.

Finally, Level Three: Responses is not just about providing the means to “ask questions,” it’s about providing the means to lead an ongoing debate. In the Preliminary phase, right at the beginning of this treatise, an argument was made for the game design document to be a “living document,” and that’s what Ludotronics itself should aspire to as a shared perpetual project « à venir ». If we lived in a world with an e-book standard that actually made sense in the context of our technological capabilities, this debate could be reflected in ongoing updates to this digital edition. But since we don’t, it will only be reflected on ludotronics.net and the trail it leaves on the web in general and social media in particular. But, after all, that’s a lot more than what we had just a few decades ago.

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