been thinking recently about game jams, and how prominently they feature in the hobbyist game landscape. there's stuff i like about them and stuff i don't. doing stuff alongside other people with a deadline is a good motivator, and it targets the common new game dev problem of not finishing projects. but i feel like it also often ends up replicating industry crunch, and i've seen people (myself included) get more stressed about it than is probably appropriate for what's supposed to be a fun event.
none of this is meant to imply game jams are bad and we should stop doing them, but i'd be interested in exploring some other formats for group game making, be it parallel or collaborative. maybe weekly coworking sessions, or exquisite corpse style chain games (gardens of vextro was ahead of the curve on this one).
i don't have any brilliant ideas here, but it seems like there's more to explore. does anyone else have any thoughts?