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Other Games, Development, & Campaigns => Design, Development, and Gameplay => Topic started by: JohnnyWannabe on September 18, 2007, 01:41:33 PM

Title: Stuck in game design limbo
Post by: JohnnyWannabe on September 18, 2007, 01:41:33 PM
I started work on a revised edition of one my games around four or five months ago - it doesn't matter which game, we'll just call it Game X.

Things started out well. And then, a couple of weeks ago, I hit a wall. The wall is a direct result of the mechanics. It is really hard to adapt a certain element of the game to the mechanics. So now I am in a rut. Do I:

a) scrap the mechanic to keep the element of the game?

 or

b) scrap the element so I can keep moving forward in the design process?
Title: Stuck in game design limbo
Post by: One Horse Town on September 18, 2007, 01:45:47 PM
Whichever you think is the most important (and the less work!) in order to keep the tone you want.
Title: Stuck in game design limbo
Post by: flyingmice on September 18, 2007, 01:46:43 PM
Quote from: JohnnyWannabeI started work on a revised edition of one my games around four or five months ago - it doesn't matter which game, we'll just call it Game X.

Things started out well. And then, a couple of weeks ago, I hit a wall. The wall is a direct result of the mechanics. It is really hard to adapt a certain element of the game to the mechanics. So now I am in a rut. Do I:

a) scrap the mechanic to keep the element of the game?

 or

b) scrap the element so I can keep moving forward in the design process?

My advice is to scrap the mechanic. Unless it lends some particular flavor to the game, one mechanic is as good as another.

-clash
Title: Stuck in game design limbo
Post by: JohnnyWannabe on September 18, 2007, 01:49:26 PM
Quote from: flyingmiceMy advice is to scrap the mechanic. Unless it lends some particular flavor to the game, one mechanic is as good as another.

Do I sense sarcasm in your tone?:D I kid. You know me and mechanics.

The mechanic is good - well, it's good for me - but more and more I'm leaning this way.
Title: Stuck in game design limbo
Post by: JohnnyWannabe on September 18, 2007, 01:51:08 PM
Quote from: One Horse TownWhichever you think is the most important (and the less work!) in order to keep the tone you want.

Right now, it's a toss up. In one way, I feel the added element is cheesy (magic). In another, I think it's an added bonus.
Title: Stuck in game design limbo
Post by: TonyLB on September 18, 2007, 01:53:06 PM
Scrap 'em both?

I mean ... you've hit a place where you're looking at two things and saying "I don't know whether X is essential to my vision of the game, or whether Y is essential."

Odds are, they're both disposable.  In your place I would at least consider scrapping both, and starting from a foundation that consists only of things you absolutely, positively KNOW you need in the game.
Title: Stuck in game design limbo
Post by: flyingmice on September 18, 2007, 01:57:00 PM
Quote from: JohnnyWannabeDo I sense sarcasm in your tone?:D

The mechanic is good - well, it's good for me - but more and more I'm leaning this way.

:rimshot: :D

-clash
Title: Stuck in game design limbo
Post by: Hackmaster on September 18, 2007, 04:58:10 PM
It depends. Do either of the two factors go a long way to "make" the game? Is the mechanic a strongpoint of the system, so much that playing with a different mechanic fundamentally alters the feel you are going for?

If the mechanic is more fundamental than the additional element, then drop the element  or hammer at it enough until it fits the mechanic.

If adding more elements is more important to expanding the game, then re-think the mechanic to handle this new element, and possibly more!
Title: Stuck in game design limbo
Post by: Xanther on September 18, 2007, 10:28:06 PM
I agree ditch the mechanic, being a big fan of design for effect.  

The element seems to have the effect component, how you want to have it actually play and feel.  Find a mechanic that supports that.

OR...keep both.  No need for one mechanic to rule alll situations, having two is not bad IMO, especially when a different one governs magic.  In various visions magic is fundamentally different than doing anything else.  A different mechanic, just by being different, might support and reinforce that notion and feel.
Title: Stuck in game design limbo
Post by: JohnnyWannabe on September 19, 2007, 09:45:54 AM
Thanks for the input guys. I've decided to simplify the "magic" element of the game to suit the mechanic.

Essentially, wizards (in Game X) can perform two types of magic, internal and external. Internal magic is all about controlling others, their emotions/instincts primarily. External magic deals with the manipulation of elements. The problem was in the delivery. I have changed the method of delivery, and now everything seems to run smoothly.
Title: Stuck in game design limbo
Post by: flyingmice on September 19, 2007, 10:10:36 AM
Great! Whatever works, buddy!

-clash