Post by Adam on Mar 10, 2009 16:49:22 GMT -5
A collection of tips and suggestions on how to write good games, mechanics, units et cetera. I'll start the ball rolling with a few things I've picked up that are probably worth sharing.
The Priority Order
This is the most important thing I've learnt and it goes like this. When writing game mechanics, these are your priorities, from most to least important. Yes, speed and tactics are tied; they're often linked, actually. Simple, quick core rules often give you more leeway for interesting unit special rules.
1) Fun - If it's not enjoyable, it's not a proper game, no matter how slick the rest of it is.
2) Speed - Flowing, quick mechanics mean you spend less time table-searching and dice-pumping and more time playing. Also means your game's more practically playable.
2) Tactics - they REALLY enhance a game. Tip: it seems that, in most cases, tactics are made more by the unit/army rules than the core rules. Partial exceptions: Battlefleet Gothic, Wraithsight (when I write it).
3) Cinematic Awesomeness - Put in awesome stuff. Make sure your game and its background are composed of things you find cool/evocative/interesting, and only of things you find cool/evocative/interesting. Otherwise it won't be half as fun to read or play, just like a novel. See also Rule Of Cool.
4) Fluff minutiae - Maybe Xizoran Ninjas don't normally carry smoke grenades. Maybe Generic Space Marine Faction #74 are supposed to be able to take on 100 normal men and win unscathed. If it would make them more useful/balanced/viable in game, then that tiny piece of fluff can be rewritten without anyone really caring.
Factions
When you're inventing faction rules, come up with a theme and playstyle first. Make this as unique (from the other factions) and interesting as possible, then fill out the actual rules. For example, here's how I'll be representing the 40K factions when I (somewhere down the line) do an Infinite Frontier 40K mod.
Watch and Learn
Play as many different other games as you can, download the rulebooks online if they're free, read websites and magazine articles, etc. The more variety you see, the better. Reading different game rulebooks, even without playing the system itself, can really open your eyes to new mechanics and styles and so on - although it's never really a substitute for playing! The latest Duel of Steel rewrite (at this time of writing) contains a massive improvement in the quality of the rules, which is entirely inspired by reading the 5th edition 40K rulebook (not perfect, but a giant step up from its predecessor) and Warmachine.
Those'll do for now... I'll post up more when I think of them. Feel free to contribute your own
The Priority Order
This is the most important thing I've learnt and it goes like this. When writing game mechanics, these are your priorities, from most to least important. Yes, speed and tactics are tied; they're often linked, actually. Simple, quick core rules often give you more leeway for interesting unit special rules.
1) Fun - If it's not enjoyable, it's not a proper game, no matter how slick the rest of it is.
2) Speed - Flowing, quick mechanics mean you spend less time table-searching and dice-pumping and more time playing. Also means your game's more practically playable.
2) Tactics - they REALLY enhance a game. Tip: it seems that, in most cases, tactics are made more by the unit/army rules than the core rules. Partial exceptions: Battlefleet Gothic, Wraithsight (when I write it).
3) Cinematic Awesomeness - Put in awesome stuff. Make sure your game and its background are composed of things you find cool/evocative/interesting, and only of things you find cool/evocative/interesting. Otherwise it won't be half as fun to read or play, just like a novel. See also Rule Of Cool.
4) Fluff minutiae - Maybe Xizoran Ninjas don't normally carry smoke grenades. Maybe Generic Space Marine Faction #74 are supposed to be able to take on 100 normal men and win unscathed. If it would make them more useful/balanced/viable in game, then that tiny piece of fluff can be rewritten without anyone really caring.
Factions
When you're inventing faction rules, come up with a theme and playstyle first. Make this as unique (from the other factions) and interesting as possible, then fill out the actual rules. For example, here's how I'll be representing the 40K factions when I (somewhere down the line) do an Infinite Frontier 40K mod.
Watch and Learn
Play as many different other games as you can, download the rulebooks online if they're free, read websites and magazine articles, etc. The more variety you see, the better. Reading different game rulebooks, even without playing the system itself, can really open your eyes to new mechanics and styles and so on - although it's never really a substitute for playing! The latest Duel of Steel rewrite (at this time of writing) contains a massive improvement in the quality of the rules, which is entirely inspired by reading the 5th edition 40K rulebook (not perfect, but a giant step up from its predecessor) and Warmachine.
Those'll do for now... I'll post up more when I think of them. Feel free to contribute your own