*** I apologize in advance for the length of this post. ***
*** Brief Version: I love games. I'm just looking for some help on how to go about it. ***
I'll leave most of why I am here to my blog post "Why Join BGDF?". I would like to say that I am here to begin discussing game design. I've got past the point in my personal life with this pursuit that I have few friends to discuss this with.
I've been obsessed with games for years. Now by games I go far beyond just board games. I'm talking about all manner of games; role playing, computer, card, board, physical sports, dice, gambling and anything else where a human tests themselves against a system of rules. I state human here as I include all manner of solitaire games as well and I think that games do not need really to have a win condition because even just doing something for as long as you can is a win condition in which each successive attempt uses the previous attempts as means for scoring.
I'm getting side tracked here...
Back on point, my obsession with games was at least stuck in the experience mode where I merely wished to enjoy other's creations. I was a consumer.
But something in the last year has changed. I've become obsessed with a few ideas of games I wish I had. Games that I want to play that do not exist. I looked for them and could not find them.
So, I thought "Well, I'll just wait till something comes out similar."
But my mind did not wait. Things began to percolate and bubble. I found myself doodling maps. I was playing something in my own head against myself. I would see in my mind's eyes cards, pieces, shapes that began to crystallize into rules.
I realized I wanted to create a game. I was becoming a producer.
My initial forays were failures. Exciting, enticing, alluring failures of all sorts. Utterly unplayable.
But rather than become dismayed, I was elated. Here at last was the inkling of that which I had imagined. It was the same the first time I tried to make a cake. The thing had too much salt. It was misshapen and lumpy. But still it was cake. Delicious cake that I had made myself using flour, sugar and eggs. I would do better the next time I made that cake.
I take that same attitude now to my designs. Just getting something together that can be played is a success in my mind. No matter how ungainly or fiddly it is to get it to play. The flaws of such are self evident once you start playing. But eventually I'll get something that is a cake. Master chefs don't just wake up knowing how to make cake.
But they do need a master chef to teach them. That is why I'm here. I'm looking to this site as my master chef. A place to look at what others are doing, to ask questions and seek answers.
So what am I pondering right now?
Choice. Namely player choices. How many is too much? Where do you cross the line into inviting analysis paralysis? Should you scale your choices introducing them slowly as the game progresses, something similar to what video games do today?
The second thing I am stuck with is randomness. I enjoy randomness myself, albeit to a modest degree. But again when is a game too random? Can action choices be randomly available or should they be concrete? Does a random setup always add to replay-ability? Should that even be something we should aspire to in our designs?
The third and final thing I think about a lot lately is simplification. That is I am struggling to boil down the essence of some of my designs to their simplest points. What is it that makes them fun? How simple can I make them and retain the depth? Go is the ultimate simple and deep game. You have a few simple rules that create depth in how they interact. Chess also does something similar. But again is that what we should be doing as designers? Always boil our games down to their simplest essence? Every piece and rule should serve a purpose I agree, but when are we moving past the point of clarification to actually simplifying the game? How do I know when to stop simplifying? And by even asking that have I shown that I'm not there yet?
Anyways, just what I wonder as I work on my designs. At this point what I'm designing doesn't mean that much to me as working on my process. I feel more like the new student in home EC (returning to my cake metaphor) where everyone knows I'm making a cake and wants to see my cake, but I'm more concerned with how to crack the eggs and finding this thing called a whisk that people keep talking about. The cake doesn't matter, just the process of creating one.
*** For those that made it all the way through, I applaud your tenacity and apologize for my verbosity. ***