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Using mechanics from other games

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gwalcmai98
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I have a question (probably a rookie question) regarding the use of mechanics in a game. I realize that it is hard to come up with a new mechanic, thus having to utilize an existing one. My question revolves around the subject of how many different mechanics from one game make the new game seem like a copy, rather than a new game.
Case in point...I am working on a political game based on the US primary season. 2-6 players will vie for their party's nomination.
I had the game rules in the works and was quite pleased with them until I recently bought Twilight Imperium to add to my already bloated collection. I fell in love with the strategic card selection, cards numbered 1-8 that allow players to utilize a special action for free and the other players the ability to pay to use a secondary action. The turn order is based on the numbers chosen. Therefore, whoever chose the 1 would go first, followed by 2, 3, etc.
This mechanic fits my game perfectly. However, for those who know Twilight Imperium, it is rather unavoidable (I think), not to follow up the strategic card selection with an action phase.
I currently have my game divided into 3 phases, but am a bit worried that it seems like a Twilight Imperium copy. Any advice or suggestions? I am willing to divulge further details of my game if it is pertinent to getting the advice.

Thanks!

RGaffney
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Joined: 09/26/2011
Mechanics aren't

Mechanics aren't copyright-able. Talent borrows genius steals. If your game is more approachable to new players it may even look like Twilight Imperium is copying you.

What mechanic were you going to use before that one?

gwalcmai98
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I was just planning on using

I was just planning on using a normal clockwise turn system. The TI system is way better because the order of the turns changes every round, giving each player a chance to get ahead of the other players. I also have the players earning momentum tokens that can be used for various bonuses. They will be earned by winning state primaries and winning debates.
Thanks for the advice, by the way. I like the genius steals quote.

RGaffney
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Joined: 09/26/2011
Yeah it's dubiously

Yeah it's dubiously attributed, TS Eliot I think.

I believe there is a better mechanic for your game.

In politics, initiative isn't balances and based on calculated weighted decisions, It's based on randomly doing crap that other people will need to react to.

I'm beginning to make some very broad assumptions about your game now, but I imagine a turn based game around News cycles (If I'm way off I'll just go and design my own game instead)

To get the first move in the next news cycle, you have to be satisfied enough with your standing to do something newsworthy, when you decide it's time for a new cycle you play a card to say something insensitive that polls well nonetheless, or do a publicity stunt, or get into a sex scandal.

For the rest of that cycle all the other players strategy will be dictated by your actions until somebody does something more newsworthy

gwalcmai98
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That is an interesting take.

That is an interesting take. My game is more of a player vs. player game where the people are choosing strategies to gain more influence over the other players. It involves placement of cubes on the board, representing the polls in that state. Once the primary comes up for that state, the player at the top of the polls wins the state marker and the points for the state. There are, of course, many other details that will shape the polls and change the dynamics of the game from a simple cube placement as well.

kpres
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Joined: 04/20/2013
The Ultimate Compliment

Using someone else's mechanic is the ultimate complement. As long as you don't copy the whole game, you're not trampling on anyone's creative domain. Use bits and pieces from all over the place that work well, because they're proven and fun.

Here's another thing: Sometimes, I come up with an idea for a game or a mechanic and I think "Hey, this is original! This is fun! Why has nobody not done this before?" And then I go out and look for games that have that mechanic and try them out to see if they're fun. Most of the time, when I think of an idea, I eventually find that it's already been done before.

JackBurton
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Joined: 04/16/2013
Just think of all

Just think of all German/European game types (no randomness): you have a certain number of points/actions/... and you decide what to do choosing among a finite number of possibilities.
It's the same mechanic for a large number of games; what is important is the way you combine and implement it in your game setting.

eviljohs
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Joined: 03/10/2012
the vast majority of games I

the vast majority of games I know of, have a mechanic that is similar to one degree or another to at least one or two other games I can think of. its like a book or a movie. If you think hard enouf there are other books or movies, that share the basic plot. Just with details changed.

Itsdan
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Joined: 05/19/2013
Olympus Has Fallen / White

Olympus Has Fallen / White House Down
Armageddon / Deep Impact
Volcano / Dante's Peak
etc etc etc ad nauseam.

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