There is one thing that I realized is that I am better at doing variant design for other games than designing my own game.
I think one of the reason is because when you make a variant, you are stuck with the components that the games gives you. So the manipulation you can do are very limited compared to when you design your own game where you have full control.
Since most of my design start by a theme, I generally do not have really ingenious mechanics, I just shop for mechanics found in other games, tweak them, fusion them and use them in my game.
So one of my ideas was that When I am trying to design a mechanic I need, I design the components first according to what I would like to have. Then I force my self to design something with the designed components. In this way, it reduce a lot the possible permutations available and might make it easier to design like if I was making a variant for another game.
Example:
I one of my world war 2 game, I know that:
- I want ships to be represented on cards.
- Some cards will have more ships according to their type: 1CV, 2CVL, 1BB, 1DBB, 2CA, 3CL, 5DD, 3SS, 8AP
- Cards will have and Anti-air and anti-ship value I can borrow from a video game I know
- I'll add some icon as ship options: ex: anti-sub attack, ground bombard, planes, etc.
Now that I know the information on the card, I need to force myself to design a combat mechanic with these cards.
So I think it works like in a math formula, you place the known information and try to find the unknown information.
I am not sure it this type of design would work every time.
what do you think?
The only advantage in using exactly the same components for many game would be able to sell many games in 1.
Or it could comply with my idea of selling bits pack and selling PDF games that match a bit pack.