In games, mechanics that use some sort of resource or values you have to administrate somehow are very common.
Component heavy games has much less chance at hitting tha market, because of the extra cost included. Publishers want to take the less risk possible, and an invidual person rarely has the resources to provide components for a larger print run by themselves.
But there are situation when simplifing a component heavy element hinders the gameplay and thus reduces the fun. A designer has to hit the best middle ground whenever possible.
I wan't to start a discusson about the different methods a designer can use to represent accumulatable values and other things.
These examples are from games I know, or currently designing.
1. Representing the levels of a 'tech tree'
The player use resources to gather a kind of score. When that score exceeds a given value, the player has completed a level, his score is reduced to zero.
a.) you could use cards, that a player recieves when completes a level
b.) you could use a track and a pawn
2. Handling large amount of resources
a.) counters, tokens
Obvious, but expensive, if you have to include over 200 bits just for this. You can make this less by introducing change into the system, but in my experience change could become an annoyance, when a player requires to give away little amounts of money to many seperate places
b.) track and pawn
Very, very cheap, but has biig drawbacks, like:
easy to cheat (oops, it fell over. now where was it? here? or here?)
accidents may happen (oops, it fell over. now where was it?)
perhaps a bit too dry
c.) cards
perhaps the best choice. It acts as counters but large enough to make changes easy, and has greater possibilites, since you can implement other mechanics due to the information you can include on each card
drawbacks: wear, vulnerable
I'd like to hear what to you think about this.