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Design / Re: My thoughts on deep mechanics.
« on: August 10, 2015, 08:46:26 PM »
There's not really much to discuss in there, but:
- I wouldn't typically class detailed descriptions as a 'mechanic' unless there is some sort of URR-style deductive-reasoning gameplay built around it.
- Simulationist item interactions are fine if done well, but can also be a colossal waste of development time and resources that might be better employed on core gameplay systems and can cause the UI to become bloated and unfriendly. You note the latter, but are very vague on how you plan to deal with it. Being able to eat chainmail is mildly amusing and if I know I can do it I might try it once to see what will happen, but after that I'll know its a bad idea and won't do it ever again. In fact, if it's instant-death it may just dissuade me from experimenting with using equipment in unusual ways in the future. Maybe it becomes slightly more interesting if I can play as a Troll who can eat metal but even in that case it's something that will either kill me or it won't - it's still not necessarily a 'deep' mechanic if there's no meaningful trade-off involved.
- I wouldn't typically class detailed descriptions as a 'mechanic' unless there is some sort of URR-style deductive-reasoning gameplay built around it.
- Simulationist item interactions are fine if done well, but can also be a colossal waste of development time and resources that might be better employed on core gameplay systems and can cause the UI to become bloated and unfriendly. You note the latter, but are very vague on how you plan to deal with it. Being able to eat chainmail is mildly amusing and if I know I can do it I might try it once to see what will happen, but after that I'll know its a bad idea and won't do it ever again. In fact, if it's instant-death it may just dissuade me from experimenting with using equipment in unusual ways in the future. Maybe it becomes slightly more interesting if I can play as a Troll who can eat metal but even in that case it's something that will either kill me or it won't - it's still not necessarily a 'deep' mechanic if there's no meaningful trade-off involved.