Game Design: Mechanics V

By 29/10/2017 Game Design

Now listening to: a bubbling coming from the wall(?!)

Walls should not bubble. That’s not a sound you want in your walls. Yet there it is. Glub glub glub flubba lubba glub burble lub. I like it, though. It reminds me of a story by H.P. Lovecraft. “The Rats in the Walls”. It reminds me that I recently ordered the 7th edition of Call of Cthulhu. And I’m dying to try it out with my D&D crew.

Interesting thing, imagination. How it can spark a million ideas and trains of thought from a single station. Tarn Adams’ Dwarf Fortress makes solid use of a player’s imagination. How else can one explain people enjoying a game as stupid-fuckingly obtuse as Dwarf Fortress? And yeah, I lay it on thick there to get a reaction out of you. The game certainly fucking drips with character, and I’ll be damned if it isn’t elegant as hell as well!

It’ll be a classic.

It already is.

Balancing. Remember the jagged edges at the frontiers of structure? Who fucking cares about balancing, really? Balance doesn’t exist. Freeze the world at any one point in time and tell me it’s balanced. And in that sense, hacking away at your game with an axe or doubling it up like blackjack is not only fun, but the right way to balance?

Cry me a river. When has LoL ever been balanced? What good has perfect balance done for Starcraft II? You hear them bleat and bemoan with patch changes. At best, you can only hope to make a potion of your player base happy. But when a system is rebalanced, someone wins and someone loses.

I could talk about game economies but I find it so boring that I’d rather spare you my ramblings about things you have to deal with day in and day out as a gamer.

#51 Imagination

#52 Economy

#53 Balance

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