Does anyone else ever feel kinda railroaded by their own knowledge of popular systems in existing games? There are some very popular mechanics that are always kind of assumed to be How Things Work. It's hard for me to think clearly about the new problems when there are already very popular one-size-fits-most solutions. I can give a couple of examples.
- Hit Points and Damage. This is the super common method of modeling injury, and it's... fine, I guess? But it's hard to think of alternatives to it. It's really popular in videogames, D&D, wargames, M:tG, etc, but it carries a really specific game feel and is maybe over applied? To use a video game example, Mario used an extra lives and checkpoint system, and the mushroom & flower powerups. And it's become more HP driven over time. What if it went in the other direction?
- Sequential Resolution. The big source of this is Magic: the Gathering, obviously, but I see it in a lot of other games. My worker scores a VP "before" being removed, e.g. There are other systems to resolve simultaneous play, like trump suits, initiative (which maybe also is boxing out out alternitives), actual physical speed, etc. To return to the example, are there other ways to say that my worker has an effect "despite" being removed?
- Triggers. "When this happens, do the other thing." There are a lot of games that build interaction out of listeners and events and it can feel like I'm in an object oriented coding environment. Often the way to play the game well is to carefully examine how these triggers will interact with one another and find chains that will accomplish large tasks from small parts. And that's often fun, but it always feels kinda like I've played this game before, now I'm just making new content for it. There's got to be other ways of creating interaction, but this one springs onto the blank page so easily.
I wanna be clear that I'm not saying that these things are not fun, or that the games that use them are bad. More like these sorts of systems became the defaults and now it's harder to even notice that there could be alternatives.
In some ways, it's helpful to have these defaults, because it offloads complexity from the rules onto a player's pre-existing experience, but the defaults aren't always right for every game and it's hard to think around them. If I'm trying to make a game less demanding of prior player knowledge, to make it "accessable", I want to maybe try some other way of handling a common mechanical theme. But knowing that theme inside and out makes it harder to think of alternatives. What does a fish know of water?
I also sort of wonder if these design patterns are why some people really dislike "accessable" games that use alternatives. To a new player, the accessible one is just simpler. But to someone steeped in the mechanical canon, it feels like reinventing the wheel. Why not just use HP instead of doing this other thing that only this one game does?
Maybe you're thinking of James Ernest's Falling? It is, indeed a real time card game about falling to your death. It's a small genre! The only other game I can think of right now in that same thematic niche is the video game AaaaaAAaaaAAAaaAAAAaAAAAA!!! — A Reckless Disregard for Gravity.
Falling https://boardgamegeek.com/boardgame/169328/falling-revised-edition
AaAaAA!!!
https://en.wikipedia.org/wiki/AaAaAA!!!_–_A_Reckless_Disregard_for_Gravity