“Fun” kills creativity
Here is a short video on why you shouldn’t use the word fun as a game designer or as a producer/manager. It actually echoes the article on creative management I wrote last year and extracts its essence in a more accessible way. Hope it will entice you to go and check it after watching the video.
Other articles you might like:
Article: Lifting the designer's curse
We need to better understand and support game designers in their work, or the whole project will fall apart.
Article: Fun and uncertainty
My definition of fun: The desired exploration of uncertainty.
Article: Design your team like you would a game
The same principles that games use to keep players engaged can be applied to structure a team to feel engaged and safe to be creative.