Ideas are fun but design is work. I have a TON of game sketches/concepts/rules and a backlog of about 30 games that might be worth prototyping and playtesting.
Right now I'd say that I prototype and solo-play 10% of my designs and maybe 3% of my designs get to the point of a "shiny" prototype to share and play with others.
For other designers with a lot of potential games, how do you decide which is going to be your next real world project?
Does anyone have system for choosing other than going with your gut?
If your core mechanic is compelling but the shell is creaky do you redesign the shell or transplant the core to something else?
Touché! When I wrote that it felt different but reading it back... same thing. Let me try to ask a different way. If you have an interesting mechanic that's not currently working as a hub of a game; do you find yourself re-creating a contest for it, shoehorning it into a different design you are working on or do you shelve it for later?
Most of my games begin with a mechanic and a related problem. I then keep things as abstract as possible through the first prototype. Once it plays decently I try to see if there is a real world analogue that might work as the theme.
I don't think I've ever successfully started with a theme and ended up with something fun.
Also- thanks for the good advice about trying to define what it is that I'm after.
I find that as soon as I make a game that works and other people enjoy my interest immediately shifts to something else. I'd love to get published some day just for validation but really I enjoy coming up with game questions and seeing if I can solve them in a fun way.
My current "Holy Grail" project is to create a cut-throat card drafting game. So far trying to solve this problem has led to the creation of 2 fun games that involve drafting but are more about bluffing than depriving you opponent of what they need. It's born fruit, just not the flavor I was looking for, you know.
At any rate- thanks for you time!
Matt