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    i made this, part three: "inevitable"

    Inevitable is a board game, set in a slapstick dystopian future.

    Inevitable is a work of commentary, satirizing the contemporary landscape of corporate and political power.

    Inevitable is a device which uses what Matthew Kirschenbaum would call the "procedural granularity" of complex rule-systems to produce robust narrative experiences in a deep imaginary world.

    "Inevitable is a game of layers within layers; the product of analysis, deconstruction, reconstruction, and meta-analysis. [It] overtly and covertly works to thwart you and subvert the board game experience overall." —Jonathan Leistiko, the game's co-designer.

    So... what is Inevitable, really? It's something that I began designing a long time ago—the earliest sketches I own of Inevitable materials are from 1988. It's something I have continued to tinker with, on and off, throughout the years: it enjoyed heavy play and extended development with my college crew circa 1991-1993, and then went into a re-development process in 1999-2000, right after I finished up with graduate school. Now it's alive again, and slouching towards a commercial release. It has a dedicated website and you can follow it at Facebook.

    Is it playable? It is playable! I just playtested it again this Sunday.

    Is it perfect? No, it's not perfect. (These recent playtests have reminded me often of game designer Jesse Schell's "Rule of the Loop," in which he declares that "The more times you test and improve your design, the better your game will be.") But tinkering incrementally with a long-running piece of design feels strangely satisfying at this point in my life.

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    Monday, February 01, 2010
    9:43 AM


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