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Made in us
Battlefield Tourist




MN (Currently in WY)



Long time readers of the blog know that I have a few "maxims" that I espouse as a game designer. Basic ideas like:

Choice is good
Firepower vs. maneuver
Innovation is over-rate
Choose the best tool for the job
Game designers must create games


There are others, but those are the ones that come to mind off the top of my head.

Now that I have a few games under my belt, I am starting to run across a bit of a unique issue. How do you design against your own "Type" of game? What do I mean?

Joseph A. McCullough had a great deal of success with Frostgrave. This was a well-received game that has received a lot of attention. It has a few core design elements that make the game, the game that it is. However, it was so successful that it spawned a variety of alternate games using the same basic ideas and structures to it. In a sense, Mr. McCullough now had a game "Type"

I am sure we can all think of other designers and games that have a certain 'Type" to their games. A Type is certain core game play elements that they focus on or re-use. In a way, you can think about it as a "brand" or audience expectation that is designer X is involved then the buyer's have a certain expectation of what is "in" the game.

Therefore, I suppose we can refer to a Designer's Type as the following:
[b]Core game mechanics that are applied across various game genres by a single designer[/b]

I myself have a "type" of game as well. I have found I can make a variety of "Ancient" games using the bones of the Men of Bronze system. I can make fun, flavorful, and interesting games using the core rules with some flavor tweaks around the edges. The logic of using a Type is inescapable.

So, how do I work to Design Against Type?

https://bloodandspectacles.blogspot.com/2021/09/wargame-design-designing-against-type.html

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Made in us
Shadowy Grot Kommittee Memba






boy oh boy oh boy if there is ever a guy who I wish would design against type it's the guy who made Blood Rage, Rising Sun, and the new egyptian one, Ankh I think?

GOOD LORD MAN YOUR MINIATURES ARE INCREDIBLE, DESIGN A FRIGGIN MINIATURES GAME INSTEAD OF A CARD GAME WHERE YOU PUT GORGEOUS WORKS OF ART ON THE TABLE FOR 3 SECONDS AND THEN THEY GET DESTROYED

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in nz
Primus





Palmerston North

It was a good read. I think your solution is the correct path.
   
Made in us
Grisly Ghost Ark Driver






"When in doubt, have a man come through the door with a gun in his hand." - Raymond Chandler

The above quote was Raymond Chandler's solution for writer's block, and supports your point about writing. Yes, maybe having a gunman come through the door makes zero sense plot wise (at that point), but at least one is writing, not staring at a blank page. The process may let one discover some idea that can be developed further.

Kings of War: Abyssal Dwarves, Dwarves, Elves, Undead, Northern Alliance [WiP], Nightstalkers [WiP]
Dropzone Commander: PHR
Kill Team: Deathwatch AdMech Necron

 
   
 
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