Transplant that mechanic into another game, and there is no guarantee that it will work. This is not to say that games can't borrow mechanics from each other. But blindly transplanting pieces from one mechanism to another is a terrible way to design. You can't just throw a bunch of random watch pieces together and expect them to tell time. You must have a plan. When you break a game down into its component parts, you can certainly learn about that game. But you can't apply very much of what you've learned toward creating a new one.
Breaking something down into components really only teaches you about the components; it obscures your perception of the whole. A map of Spain tells you very little about the New World. It's hard to be a creator when all you have is critical skill. That's why the jobs of critic and creator rarely overlap. If I ask the question "all good watches are blank ," what do you say? The whiteboard is empty. They have a face. Uh, they have gears. They have an alarm.click
Series: KOBOLD Guide to Game Design
Keep throwing things out there, and I'm sure I can think of a counterexample for each one. A watch without hands, for example.
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And I can also think of something that is not a watch that has most of these things. In fact, a varsity football player makes it most of the way through the list. Did that get us anywhere? We've thoroughly defined "watch," but we aren't much closer to making a new one. Hitting everything on the checklist is no guarantee of being good. And plenty of watches have little in common with the list. The player is the consumer of the game.
It's his opinion you should really be courting. What makes someone buy a new watch? People buy watches to express who they are. Even if "who they are" is summed up as "I bought a cheap watch because I don't care to express who I am through my choice of watch. So to make a new watch, you have to consider aspects of the marketplace and the mind of the consumer.
The Kobold Guide to Game Design, Volume 2: How to Pitch, Playtest & Publish | RPG Item | RPGGeek
The mechanics of the watch are basically a given. You may send this item to up to five recipients. The name field is required. Please enter your name.
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Your rating has been recorded. Write a review Rate this item: Preview this item Preview this item. English View all editions and formats Summary: You want your games to be many things: If you're a designer, add "published" to that list. The Kobold Guide to Board Game Design gives you an insider's view on how to make a game that people will want to play again and again.
Author Mike Selinker Betrayal at House on the Hill has invited some of the world's most talented and experienced game designers to share their secrets on game conception, design, development, and presentation. In these pages, you'll learn about storyboarding, balancing, prototyping, and playtesting from the best in the business"--amazon. Allow this favorite library to be seen by others Keep this favorite library private. Mar 01, Sean rated it liked it. Reasonably interesting, not-too-helpful essays on how to create new RPG material. The only thing that makes this a decent book on the subject is that there are few others.
Otherwise, you could just have someone remind you periodically to "make it good" and you'd accomplish the same end. Feb 25, Mackenzie marked it as to-read Shelves: I own this book and haven't fully read it. I think it will be very helpful though because it has so many essays from great designers and will help me find new avenues to wander down.
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