Proper noun, mind you. I’m talking about game designer James Ernest and his Seattle-based crew of non-digital developers. I fell in love with Kill Doctor Lucky last year, and I’m just now starting to review more Cheapass Games for Off the Grid starting with three of the company’s Hip Pocket Games, which are lovingly distributed in ziploc bags like so many drugs. It’s a valid comparison.
I’m a big fan of Ernest’s approach to game design. Zimmerman and Salen commissioned him to design a game for Rules of Play, and he came up with a playing-card game about magicians called Caribbean Star. Here’s what he had to say about his process:
Whereas some game designers prefer to create a game mechanic first and then adapt that mechanic to an appropriate theme, I prefer to start with a theme whenever possible. This gives me more creative ideas when trying to invent game mechanics, and it makes for a game whose mechanics seem better suited to the theme. When a storyline gets added after the game is designed, you can really tell, especially when a play that seems reasonable in the storyline is not allowed in the game.
How awesome is that? What’s more awesome is that the inverse is also true: design a game whose storyline supports the mechanics, and you can create definite “aha!” moments for players, as well as assist in the understanding of the rules. Ernest’s games have been very influential for me, as have his instructions for those games. It goes without saying that I would love to work at a place like Cheapass. If I was planning on being in Seattle for the summer, you’d better believe I’d be knocking on his door (in a friendly way, not in a stalker-y way).
More Cheapass games are enroute to me now. I’m looking forward to playing them.