2016’s Lessons Of Gaming #23: 221-230

221. Critical Spread

I watch a lot of review videos, and not just of games. Critique and commentary about other media forms is jammed with useful insights. Look at movie reviews that talk about cinematography.

222. Number Types

Prime Numbers don’t neatly fit into each other. If units move in prime values it can reduce collisions. Of course, you might want collisions.

223. Vanilla Matters

With some types of games, you need a mix of ‘boring and easily understood’ components and ‘interesting, spicy components.’ Magic: The Gathering is full of critters that don’t have abilities because they make up that ‘boring and easily understood group.’

There’s always an urge to make Everything Exciting. Resist it. You might be loading your players up with Too Much To Remember.

224. Dead Player Walking

In games with open information it’s sometimes possible players might have won or lost and it’s obvious to YOU, but not THEM. This is, again, part of player load. If no player notices a win state, you might have made that too complicated to grasp.

225. Use The Inhuman

Inhuman actors don’t have to have human expressions which can make them easier/more inherently funny/more threatening. A game about controlling a skeleton vs a game about controlling a bear, for example

226. Simple Structure Doesn’t Force Simple System

Your turns don’t need to be complex structurally to be full of interesting decisions. In The Botch, on your turn, you have 3 options: An Action, A Swap, or a Look. Turns are STILL super difficult to pick through. Dominion has three actions by default – Action, Buy, Cleanup. It’s still super complicated.

227.

it’s 100% okay if a playtester doesn’t like your game. If only one playtester likes your game. If only you like your game. Remember, this is Print On Demand. If anywhere can handle a game for Me And The Five People Like Me, this place can

228. Easter Egg Jokes

If the jokes are unobtrusive and you don’t NEED to get them, you plant rewards for players who DO get them.

229. Recover, Not Reset

Recovery mechanics are good but reset mechanics are the WORST version of recovery. The worst example of this is from one of the worst games I’ve ever seen, OneUpManShip, which players can reset at will.

230. The Incongruous Stealth

Stealth conventionally is a mechanic for circumventing challenges. This presents a problem in team spaces: D&D has really bad stealth because one player avoiding a fight just means they miss out on 40-120 minutes of The Other Players’ Fun. Not just rewards, but just the sheer TIME involved.

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