Now that some core ideas are out, let's spend some time discussing them and pseudo-brainstorming about them.
It would be great if you'd take a moment to at least:
- Mention something you like about the idea,
- Mention something that you don't care for or are concerned about regarding the idea, and
- Put out anything else about the idea you'd like, including any basic implementation ideas.
Here's one of Sedjtroll's thoughts:
Spiel des Jahres, the game of competetive game design.
Players go through the game gathering "Mechanics" and "Themes" and various other pieces of games, trying to assemble the game they think will win the Spiel des Jahres. Players assemble the pieces which somehow combine and interact with some random or pre-determined set of criteria which represents the judges, and at the end of the game the player whose assembled the best game wins!
I had just thought of this off the top of my head, so I have no further fleshed out ideas. As for hpox' idea of having the game we're making (in the game) be the game we end up playing... I don't know about that. It's certainly not what I had in mind, however it might be rather cool. I don't really know if it's workable though.
As for the mechanics, I don't know how people would go about "installing" their favorite mechanic, or scoring system, or victory condition, or etc. Perhaps the resource in the game would be something like Brainstorm Points. Players would receive some BPs as income somehow, and could maybe spend time getting more... then they spend the BPs on 'playing' a mechanic (like playing a card in Magic: pay resource, play card). Then to replace that card it would cost extra BPs ("Hey! I thought of an EVEN BETTER idea!")
Also, there could be some kind of track or board representing the progress of the game, and certain mechanics can only be played when a player's at a certain point on the track or something.
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As an aspiring designer obviously this has a lot of appeal, and sounds like a hoot.
I'm not sure how much it would appeal outside of our little industry, but it would probably appeal to most "gamers".
One possibility would be to have each person working on their own game, with other players having the ability to "mess" with your game, either directly (by adding/adjusting themes/mechanics) or indirectly (by, say, changing what players/buyers/judges want this year).