Maximizing difficulty in making a choice while minimizing the rules for a game. Is this the ultimate goal for a designer of a game for adults, as opposed to children? Is this what makes a game fun for people?
I know I personally like a game that has as few rules as possible making it easy to learn and get started playing.
I also know I like a game that gives me a few choices to make, but choosing one over the other is a difficult task, and requires thought each turn.
I also know that I like a game that has a tension between players, is social, and allows for yelling 'in your face sucka'.
So, first is maximizing the difficulty in choosing between a few things while keeping the rules simple a good way to make a good and fun game?
Second, is there an underlying principle that can be followed to allow for a difficulty in choosing while having simple rules and making only a few options available? and if yes, how do you go about this?
answering these questions could lead to improved designs. But these questions are difficult to answer.
My answers are to the first question, yes this will make for a good game.
and to the second question. Underlying principle? not sure, know anything about that principle, definately not.
-Justin
This is especially true if explaining rules to your inlaws gives you a headache like occurs with me.