For heaven's sake, I do not arrogate to themselves the right way to teach anyone "how do you invent a game," indeed! Let's say, more than anything, what I write here is a little diary, the record of what happens when all the members of the group comes together to create something that could even resemble a game, a minute that I share with readers that maybe can help me out a few mistakes and thus to improve.
Without this premise, step back to the "what happens" without any filter. To protect the identity of reputable professionals that orbit the Factory (an engineer, a graphic designer, two traders, in short, people you might meet on the street), I will use encrypted names.
Phase 1 "spark"
Location: Table of a tavern, cluttered with glasses, empty plates and ashtrays.
- Skim, addressed to the other diners' But you know what would be really nice!?
- Conjljo blankly "Tell me, bro '
- Skim" I just finished reading a comic bbello really, it's called "The Luchadores Five' , is smooth with laughter "
- Bellaneve" Yes, I read it before, it's cute '
- Conjljo, cigarette dangling from his lips, raises an eyebrow, "... aha ... "which is to" describe in detail your idea appears my good, my attention, which seems clouded by the wine that we have just finished, but it is not, is totally dedicated to your wise words "
- S. "Well, the idea is to make a play table for those beautiful idiots, which has as protagonists the Luchadores Mexican wrestling, with those absurd costumes and zany names, we do it nice and quickly downloaded, what do you think? "
- Bellaneve demonstrates its approval for the idea crackling" Come on! That the last time we tried to make a game we almost did it! "
- C. "... Aha, you can do ..." which stands for "Orpo my friend! Your idea is very brilliant," then continues, "that the system you plan to use?"
- S. "We use combinations of nuts! No movement to be simulated on the planks, it is enough that the players pull and compare the results, we could make the nuts and repeat for 10 combinations of poker to make supermosse! "
- C. "Um, yeah, I can think of a couple of solutions for the mechanics'
Following an extensive discussion of ideal systems of play, with strong opinions opposing radicalism and whether it is better to use 10-sided dice or the common 6-sided dice, this discussion can last for several hours, diminishing intensity and taking more steps.
Hours later, before the tobacco shop.
- C. "Bro, good ideas, I liked the solution proposed to solve the problem of variability of the moves"
- S. "Brother my brother, I have pitted different solutions for the probability of release of results, it is perfect, we're too right. What was the solution that we said to the variability of the moves? "
- C. "I do not remember,"
- S. "Nor I,"
closure, perhaps with a nice gradient.
is how we begin to create such a game, the basic idea is very important, we say that the subject of the game always has a key role.
The way I see it is difficult to start thinking about structuring a play, whether paper or board, on the system, namely the use of one or more rules (called "game engine" or "mechanical") that can also work, but, outside of their context totally lose utility.
not exclude that some good games were born from the need to find a context to a good system, but personally I prefer to build around the basic plot, so that the subject is to evolve the rules and not vice versa.
In any case the ideas of the "first time" appear more brilliant, so we can look in two different ways:
The method "A": one appointment, also briefly, the train of ideas, so be back to check what was said even days after the main idea. and develop from these notes. The method
"BS" decant ideas, good ones will return to head lightened by all what at first looked good, but in reality it is not. the method of "BS" is also known as "I forgot what ideas we had in mind the next time I write."
Inside the post
card games you do not plan (within the post you have, I hope, just read) the classic burlesque tradition of card games made with French or Italian ranging from "sweep" for the "Chemin de fer", but games can be played using special cards made specifically. These games commonly divided into "GCC" Card Games like Magic: The Gathering, in which part of the fun is the creation of theme decks and the collection of the same cards, often superbly illustrated, and card games does not collect, such as Munchkin, in which the cards have the sole function of supporting the regulation and to run the game. try to look at www.wizards.com / magic or www.sjgames.com / munchkin / game
nuts are a material much loved by all players (role-playing, board or company in general), I do not know how to explain why are so loved and used, whereas that often attract the hatred of those who throws them, the fact is that if the package of a game there are at least two dice I feel cheated. For a while 'Sotira dice it.wikipedia.org / wiki / Dado_ (game)
card games you do not plan (within the post you have, I hope, just read) the classic burlesque tradition of card games made with French or Italian ranging from "sweep" for the "Chemin de fer", but games can be played using special cards made specifically. These games commonly divided into "GCC" Card Games like Magic: The Gathering, in which part of the fun is the creation of theme decks and the collection of the same cards, often superbly illustrated, and card games does not collect, such as Munchkin, in which the cards have the sole function of supporting the regulation and to run the game. try to look at www.wizards.com / magic or www.sjgames.com / munchkin / game
nuts are a material much loved by all players (role-playing, board or company in general), I do not know how to explain why are so loved and used, whereas that often attract the hatred of those who throws them, the fact is that if the package of a game there are at least two dice I feel cheated. For a while 'Sotira dice it.wikipedia.org / wiki / Dado_ (game)
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