Ok,
I was wondering which of the following best decribes your personal style of putting a new game design together:
Do you work on your game designs from a theory/analytical approach or use a brute force/on the fly approach?
Theory/analytical : Use game theories, formulas, decision trees, sum zero concepts, other related concepts.
Brute Force/on the fly : Toss your mechanics and ideas together with a theme and then hack and slash your rules until you get something that is *playable*.
Personally, I think I start with the Brute Force/On the fly approach, and try to then take the initial set of rules and apply some type of Theory/Analytical to refine the game. But honestly, I am not sure if I really do enough Theory/Analytical to help my designs. And I think I really need to get better at anaylisis of my games to help improve them to a professional level.
For anyone that has more insight, or has been published by a game company, do you really worry about theory/anaylictal break down of your game designs?
Play Test – Play Test – Play Test
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Play Test - Play Test - Play Test !!
Ok for me I feel that play testing falls into what I consider the brute force method of game design. The interations of play testing result in editing and tweaking a game over and over, *forcing* the game into a *solid and perfect game*.
But I also understand that you need a ton of play testing to work out issues. I just wonder if there are any analytical processes that can help to reduce the amount of play testing needed. Since this would be good for many designers, since we all seem to worry about having enough playtesters. So you want to make every play testing session count 150%!
I should also point out that I agree with all 3 of your statements Dralius. But I am not sure that they impact my design process of Theory or Brute Force. I think those 3 statements are just a fact of life!