When designing a game, I following a bunch of different routes. The most common is:
1. Come up with a Theme (Ask: What if?)
2. Fiddle with ideas until mechanics start to emerge
3. Flesh out the rulebook and start playtesting on the boardgame equivalent of used napkins.
The Second most common is:
1. Mechanics
2. Theme (What does it seem like I'm doing?)
3. Same as (3) above.
At least those are how my more successful designs start. However, I have a fair amount of failed ideas, and these all start in a similar manner:
1. Remember a Really Cool Gaming moment
2. Analyze why I liked that moment
3. Isolate it and try to reproduce it in a new game
4. Fail
So, what do I think about this?
Now, this all stems from the fact that I only like to design games that I'd like to play. I think this is most of us. However, I've finally realized the problem from this last method: I'm basically trying to recreate a game that already exists.
The game that evoked that strong, fun feeling already exists. But what I'm trying to do is recreate the same feelings with a different set of mechanics. And this, unfortunately, doesn't seem to work very well. At least for me.
For instance, I'd love to create a game that recreates the hectic trading of Chinatown? I try some different trading mechanics and in the end, I have a game that's almost, but not quite, identical to Chinatown. Which, to me, means I've failed, because I'm trying to come up with something that at least feels new. (Although, I'll admit, its hard to come up with a game that doesn't feel "inspired" by something else, and that's completely alright.)
Has anybody else had luck recreating a game feeling like this? If so, how do you divorce the game feeling from the original game?
You're spot on with the idea of "correcting the flaw". Most of the time, I'm trying to correct a "flaw" that isn't there, which I why I end up with a design that is no better than the game that inspired it.
My lesson? It seems my most productive designs are the ones that start with a mechanic or theme, rathering that trying to capture a feeling. Hopefully, my combination of mechanic and theme result in a new "game feeling" that I couldn't have predicted.
So far, I have had luck there. In the future, I'll start posting up some of more interesting designs for feedback.