Hope you like it. I certainly did.
Here is a longer video about Deep Game Design. (You will need to watch the video to know what that is because I don't trust myself enough to explain it right.
) This is particularly aimed to game designers, so if you are one or want to be one you may find this very useful. (Josh may find it interesting me think.
) It's also very interesting from the point of view of the current LT situation, and particularly enlightening for people who may don't like the apparent delay the game is suffering, because LT is clearly a Deep Game and one of the points made in the video is that you shouldn't rely on schedules when working in this kind of games due to the fact that you are going where no one has gone before (can you see what I did there?) so you don't know the destination and the obstacles you may face. (Even if eventually you may need to set some schedules close to the end of the project in order to finish it.) It talks also about how to avoid burnout working in long projects and beating the illusion of no progress, among other stuff.
I usually don't enjoy this kind of talks. I start watching them and eventually get bored, particularly when is a very technical talk or the guy is trying to explain things from the point of view of the "industry", because, y'know, you surely want to work in the industry, right? However this guy talks mostly from a creative point of view (you primarily want to make good games, not money), and it uses psychology extensively. It was actually difficult to stop watching it, so I hope you find it enjoyable too.
How To Design Deep Games with Jonathan Blow
Now I need to go and watch more Youtube videos from this man. (He has a lot of coding stuff in his channel, if someone is interested.)
"Playing" is not simply a pastime, it is the primordial basis of imagination and creation. - Hideo Kojima