I’ve been working on a game in my spare time for the past 4 months. Today I finished the first version, which you can download here. Below I’ve laid out the rules.
Recently myself and some other people down at the Dinofarm Forums started a game design podcast. Here you can listen to the first episode, split into three parts. Enjoy!
Too often, modern strategy game designers create conflicting incentives by making games with mechanics and goals that don’t lead to one another.
A tremendous number of videogames, especially in the past, have used a “highscore” system to give feedback on how well a player did in the game. The idea is to always strive to score better than the current highscore, at which point your score becomes the new highscore for the game, which in turn you will try to surpass on future plays.
Note: When I refer to asymmetry below, I’m only referring to old school pick-your-character-and-keep-it type asymmetry as found in fighting games and co., none of this new-fangled character-switching-in-match, random select, or draft picks. I think those things are flawed as well, but that’s a discussion for another article.
Keith Burgun writes about his “core mechanism” as a tool for ensuring elegance in game designs: the core mechanism is the main mechanism in a game, and other mechanics are included in a large part based on how related they are to the core. By excluding mechanics unrelated to the core, we screen chaff from the game as we’re designing it. Just as we shouldn’t add in random new melodies over the top of our songs, or paint random shit over the top of our paintings, we shouldn’t add new systems besides the core system into our games.
Hello, and welcome to my blog! I’m going to be talking about mostly game design and maybe a few other things. My plan is to add a new post every Friday or Saturday. I may post at other times if I feel the need to respond to things other people are saying. Stay tuned!