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Designing from details instead of abstract mechanics

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larienna
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I was always angry at the need to compress constantly games to make them playable as a board game, a thing I would not have to bother with when making a video game due to the lack of physical restrictions. This is why most people design a game based on mechanics because it already fits as a board game format and only adaptation and re-theming is possible.


It seems that the original way I was designing was like they do in video game: You have the expansion phase where you shoot all your ideas and the cool things that could in the game, then you have the compression phase where you sort out and remove stuff unnecessary. But now you need to search for a mechanic that would abstract those game concepts into a game mechanic. This is where the process is really painful and I have an hard time succeeding.

First, I though I lacked of abstraction capabilities (I hate poetry), which could be true, but if that was really the case, how come I could abstract Eldritch Horror as Eldrich Express and Star Wars Rebellion as 9-Minute Rebellion (Idea in development). If I truly lacked abstraction, it would have been impossible.

But no, there was something else, and I found it today. When I made Eldrich Express, I made an abstraction of a game that exists, but when I have a game idea in my head, I am trying to make an abstraction of a game that does not exists.

It feels like if I asked you to build a classification system for games on board game geek with an empty game listing. You have nothing to work with, you cannot do an inventory of games and start making groups because your list is empty.

So that's the same problem with board game design, you have nothing to work with in the first place, so trying to abstract something that do not physically exists makes the process painful. Even if you do have a mechanic idea, you can easily run into a white page syndrome.

Another reason why I like designing variants, because you have something to work with in the first place.


So this is why I thought of a new approach. Not sure it could work, and possibly more suitable for solo games, at least the early testing would be made with only 1 player.

You start directly with the details, with minimal rules and components. It reminds me a bit of then project spark video game when you design a new game and end up with an island in the middle of the map and nothing around it or on it.

For example: Let say you want to make a pirate game. You say the essential mechanics is to move a ship and sail the seas. So you use a block for the ship and choose a map of your choice. You move around with your ship on the map following no rules at all, or you make up movement rules.

Then you get bored, you say to yourself that it would be cool to visit cities. So you add cities to the map and now you can move to new destinations.

But then again, what can you do with those cities. Maybe you need to keep track of your ships supplies which can be refiled in cities, so you add a supply track and some rules to handle supply exhaustion.

Then again, you wander for no reasons in the sea and think it could be cool to do some trading, so you add a market system and cargo markers with some economics rules to buy and sell stuff.

Then you think it could be interesting to attack cities, and need to implement a combat system. And it goes on like this.


At some point, the game will become large and complex, now you might start doing some compression by grouping together similar mechanics, abstracting certain mechanics to make it easier to manage. Now it's much more easier because you have something tangible to work with.

Instead a feeling of compression (with the "fit the elephant in the shoe box syndrome") you now have a feeling of expansion. Now I understand, that infinite expansion can lead to bad design, but think of it like construction lines in a drawing. They are necessary to build the drawing, but once your shape are drawn correctly, you do not need them anymore.

That is the same thing here, those mechanics you add bit by bit could be construction mechanics that will help you design the more abstract mechanics. It might be seen like a waste of time, but you have a much better sense of progress this way then when you have the white page syndrome.

I don't know if what I say make sense. I should give it a try in my next design and see how it turns out.

Cool Among Camels
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larienna wrote:You start

larienna wrote:
You start directly with the details, with minimal rules and components. It reminds me a bit of then project spark video game when you design a new game and end up with an island in the middle of the map and nothing around it or on it.

This is the only way that I can design games. Above all else, I must have some mechanic at the core that I think is neat. I generally try to come up with this first, and then find ways that I can have fun with it.

I think infinite expansion is possible, but I also think that it's much easier to feel when a game has expanded 'enough' compared to when a game has been compressed 'enough'. By expanding, you have a focal point. When you start losing sight of that point, you know that you've gone too far.

Squinshee
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All I know is subtraction! My

All I know is subtraction! My ideas usually start massive and terrible, then I hack everything that isn't working to find what is.

I do think that next time I will intentionally start with one mechanic in mind and then build around that. Seems like a more liberating approach.

czarcastic
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Joined: 06/06/2016
Freeform

Makes sense; instead of goal-oriented design where the mechanics for each gameplay element are designed to fit together, you're considering a freeform process in which mechanics are created as needed to suit each element.
Really just a matter of when the compatibility assurance and compression is done.
I know I've nixed a mechanic idea because I couldn't see how it would mesh with what I've already laid out. This method would put off that concern for later allowing for more creativity. On the other hand, it also has a greater chance to breed a monstrosity with irreconcilable mechanics.

lewpuls
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I almost always start with

I almost always start with the situation I want to represent. I may have a mechanic in mind, but the situation is paramount.

Then I try to choose mechanics that help model that situation.

I understand this is unusual in what we might call the Century of the Abstract (in games).

A game is more than a collection of mechanics. Purely mechanical games are "mental gymnastics", which for me need to be extra-simple, but instead we get complex puzzles-disguised as games, these days. And I dislike puzzles.

larienna
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Now that I take a step back,

Now that I take a step back, I remember old threads that I made which are all related to this theory.

- The idea that I could not build on solid ground, designing games was like if I was trying to make a building in the middle of the ocean. It retakes the idea of having nothing to work with.

- The toy play approach to design game is very similar to this concept explained above.

- The idea that you cannot make a game based on theme and you must use the mechanic approach. If you start from theme, you have nothing to work with. This is why most war games adapt systems to various historical periods.

- And of course the elephant in the shoe box syndrome, the idea that everything needs to be over compressed to be playable which removes the essence of the game or leaves little essence.

They are all variations of trying to abstract something that does not exists.

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