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General Forge Forums => First Thoughts => Topic started by: walruz on January 22, 2009, 11:43:10 PM

Title: Writing a game out of gimmicks!
Post by: walruz on January 22, 2009, 11:43:10 PM
So, I'm writing a game. When discussing games, people often mention that Game X handles Thing Y very well, but it seems like many games stop at one gimmick. I want to build a game where every part of the system is a gimmick; an inspiring character generation system à la Burning Wheel, a system for character development like in The Shadow of Yesterday, a compelling system for mental health and madness like in Unknown Armies, an engaging combat system like in The Riddle of Steel, etc, etc.
So, right now, I've got

I've noticed that I don't often buy games with the intent of playing them anymore; I buy them primarily so I can extract plot ideas, system ideas.. Basically so I can use parts of them in whatever campaign I happen to be running.
So, what I want you, fellow gamers, to do, is recommend me some games which contain exceptionally good or innovative ways of handling:

Thanks in advance :)
Title: Re: Writing a game out of gimmicks!
Post by: Abkajud on January 23, 2009, 03:36:39 PM
It sounds like you owe (or share) a lot to/with Burning Wheel - a system that tries to do lots of different, even distinct, things, but doesn't really need them all unless you want them. Which, admittedly, is what the game says to do, but I'd just as soon not pay for complicated Resource mechanics AND complex combat rules. One is fine, and I think designers should pick what they're shooting for, especially if they have Narrativist ambitions.

If you're writing this game to prove a point about gimmicks, you could change your tone to match and then go all out as a sort of parody. If not, what's your focus? When you say
Quoteit seems like many games stop at one gimmick
I think you might be taking the toolbox approach to game design a little too far. Unless you're going for a sort of catch-all Sim-enabling system, in which the past, mental health, and fighting tactics are all fully and "correctly" realized, I would actually recommend that you yourself stick to one gimmick.

Tarot decks, heavy beliefs/goals/etc., and a combat system that somehow brings these all together, well - - Ogre Battle incorporates Tarot cards into its combat, for instance, so it can be done in one medium or another. I'd work on tying together what you have more tightly, rather than trying to be all things to all people - that's a red herring of design left over from crunchy, high-Sim games of the 1980s.
Title: Re: Writing a game out of gimmicks!
Post by: walruz on January 25, 2009, 12:02:39 PM
The reason I want to include a gimmicky element to most parts of the system really boils down to the setting being a pretty broad one. So far, we've played foreign legionnaires on Mars (and the crew of the destroyer providing air/space-support), post-apocalyptic wanderers in the ruins of Las Vegas, movers and shakers in the kingdom of Elysium (again on Mars), and the serenity-esque crew of a scavanger ship in the Trojan asteroids. As the setting contains lots of different playstyles, I want the rules to support most of them. I guess I'm aiming for something like Burning Wheel, where you can use the rules to flesh out any given part of actual play, but you're not forced to use complicated rules for anything you don't want to. If you're going to play a Band of Brothers-style war campaign, you're going to want a wholly different set of tools than if you were to play a campaign focused on courtly intrigue, or investigation, or whatever.
The system isn't meant to be focused, but rather meant to be able to be focused, if you want it to. And I mean, most of the stuff I mention, are things which many traditional games contain. Look at Shadowrun, for example, or WotC's Star Wars. I'm not saying that these games are what I'm striving for, but they are solid games which people enjoy, and they have just as much of an unfocused ruleset as I do. They can handle a wide variety of issues, and that's what I want to be able to do with my system - just with a bit more oomph. I just want to see which games handle these things more elegantly, so that I might learn from them. Burning Wheel proves that even resource management can be done better than counting coins, and TSoY shows how you can make character development a part of the system.

So, basically: Yeah, my aim is to tie all the components together. But to accomplish that, I need to have the basic workings of every component fleshed out (so that I have something to work with). As there are alot of non-traditional games that handle traditional issues in really elegant ways, I was hoping for someone to point me towards games that handle the stuff mentioned in the first post well.
Title: Re: Writing a game out of gimmicks!
Post by: Vulpinoid on January 25, 2009, 06:43:53 PM
The thing to be wary of here is that you don't want to generate a game that's just a hodge-podge of systems with no coherency.

If a game does one thing well, then it does another thing well, but it doesn't do the two of them in tandem, then that's a failure on both sides.

Just my opinion.

V