I have talked in the past, that in order to design board games, you need to do mechanic searching to find what you need to complete your design, which could take a lot of time if you do not have the mechanics your are looking for.
This is why there was some discussions about making mechanics data bases, to have a better idea of mechanics available, but it was pretty complicated to do since each mechanism can have a lot of tiny variations.
Now, each designer, have it's down preferences, quirks and target design. For example, if I only focus on solitaire and 2 player games, I do not need to know about acting, negotiating and party game mechanism.
So I wandered, what if I could have a personalized list of game mechanism that I can dig in when I need something. I need a combat mechanism, look into the pool for the combat mechanism I have vetted and chose one from the list.
Again, trying to flesh out those mechanism could be complicated considering there are tiny variations. So I thought, why not build geek lists of vetted board games that contains a good amount of mechanism that I would be willing to use. I could put in the description the mechanics that I like and hate to know what to include and exclude.
Making a geeklist should require much less effort and still be useful even if not as precise as a mechanism list.
What are your thoughts?
In computer video games, I can know for example if an idea can be implemented according to the libraries I have access to. Its easier to know what are the restraints I need to deal with and design a game within those restraints.
The idea of a mechanics list is to have that same notion of what is available to me, in order to know if an idea can be implemented with the mechanics I have. It would make it easier to filter out which project to work on. If I do not have combat mechanism, it's pointless to work on war games.
It could also give the designer a flavor, or a footprint. This designer make those type of games.