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It's complicated...

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Tbone
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Joined: 02/18/2013

I have been seeing a repeated aspect in all of the games that I have tried to create and that is the complexity.

I start with an idea that seems great and fun but once I start putting it on paper I guess you could say I get "too excited" and begin adding loads upon loads of mechanics and components.

For example one of my games has thirty cards all having different abilities, movement, point value and about five other characteristics and each come with their own set of rules... Now, I've done maintenance on the game and lessened the amount of complexity but still! It happens with almost all of my games!

What are some ways to control the urge to add everything in a game because you think it will "make it better".

Comment, Critique, Criticize

Thanks, Tbone

Corsaire
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Joined: 06/27/2013
Build from the game + player

Build from the game + player experience + target audience... have measures to ask yourself whether a feature is improving the experience of the game. Stuff like: how long should a game take? How long should a turn take? Do I want casual players to play this? What ages?

Coming at it from software design, features add cost to a project and it is easier for me to exlclude features if I consider cost. Cost may be subtler in game design, but it will show up either in overextended tuning in playtesting, or part cost, or fizzled interest. The contemporary solution to the same issue in software design, is an agile approach. Build the minimum amount it takes to make the core product (game) work and test that. If testing reveals a need for more, or if you have other feature ideas, add one and test again.

Kevinct
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Joined: 03/26/2012
Add as much of the ideas to

Add as much of the ideas to the game as you want, overload it with everything you've got! Then play the game alone and see what pieces are the best/most relevant to what you want to play and put the rest in a notepad for later. Draw up the rules for everything you have left and give it to some harsh friends or post it on here.

That way you can repeat the process until you have some core elements that the game can't live without.

entwater
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Joined: 10/12/2013
Simplify Later

Hey there. I have a similar problem. My super fun idea gets burdened by other super fun ideas, until I have a super fun monster following me around.

The best advice I could give is don't despair. You'll figure out your process with it. Get some part of the game ready to playtest (whether that's just a core mechanic, or a stripped down version of the game). Playtesting can help clarify where complexity interferes with fun, and what ideas are truly worth keeping. If you have any friends, ask for their input... or post your ideas to the forum.

And last, don't get attached to anything. The complexity may come because you are unwilling to let go of a certain mechanic or thematic aspect.

But but but, don't interrupt your creativity by being hard on yourself for being too complex!! Work with your process, not against it! Complex at first, simplify as you go.

Yamahako
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Joined: 12/01/2010
Start with the minimum

My recommendation is that you start with the minimum required components to make the game playable (not fun, playable). Write all the other idea stuff down on a separate page - but try to get your game playable to only the following things:

An order to a player's turn.
The procedural rules.
The smallest possible number of options for the players to make (literally the smallest, if players are just doing damage, then there should only be one "Do 1 damage"), if there are 3 actions, and you know you want to nuance them to be more - only include the non-nuanced 3 actions.
A win condition.

Refine this until it is playable, and then after each playtest refer back to your idea list and add one thing, then playtest again. Refine that game, and then repeat the process. Stop when the game is fun and engaging, or you've got nothing left to add. Playtest some more. If you had ideas left over, save them for another game.

I find (and this may be different for other people) that it is far easier to add until its time to stop, then to cut away stuff that isn't needed. Both skills are great to have - but when you're cutting away, you don't always know how the pieces will work together. When you are adding to, you know how they used to work, so you'll know how they are different with the addition.

X3M
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Joined: 10/28/2013
I had/have the same problem.

I had/have the same problem. Here is some noob advice.

I simply added everything that I could think of as a good addition at first glance.
Then I started to simplify step by step until the game play was simple enough and fast enough. I had to kill of a lot for that.

Don't be afraid to have several prototype versions, each a better version than the previous one. Some rules might be completely discarded, some might be altered, some might be combined and some might be replaced. Don't be afraid to do this.

Focus on 1 thing that you absolutely want to be into the game. This is the core. Then find 2 to 3 other stuff that you want to keep as well. But those can be changed a bit if needed. All the rest will come and go if needed.

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