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Post by Whiterook on Nov 16, 2023 8:27:51 GMT -5
Can’t see them coming… that’s a very cool point!!! I love the varied nature from game to game, in mechanics and feel, and this is a great example of that! Thanks for pointing that out, because I’d not thought of that in that way!!!
I’m very happy to hear that finances are on the rise…that’s an accomplishment in today’s world of high prices for just about everything and trying to pay the bills, and supporting a family. I’m glad your gaming experiences and interests are growing and pushing the envelope.
You raise an excellent point in the advantages that come from playing other designers’ games and scenarios; it’s the latter where I find the most inspiration, because they’re like textbook snippets on what’s possible in designing your own, right down to taking note of using certain tactics or objectives that you’d not previously considered or understood fully how to execute. I can’t even guess at how many times I’ve read or seen a scenario being played, where I’ve thought, “Hmmmmm, that would be cool played with *this*, with *these components*!”
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Post by josta59 on Nov 18, 2023 14:54:37 GMT -5
You raise an excellent point in the advantages that come from playing other designers’ games and scenarios; it’s the latter where I find the most inspiration, because they’re like textbook snippets on what’s possible in designing your own, right down to taking note of using certain tactics or objectives that you’d not previously considered or understood fully how to execute. I can’t even guess at how many times I’ve read or seen a scenario being played, where I’ve thought, “Hmmmmm, that would be cool played with *this*, with *these components*!” That's very true. Even just writing that previous post of mine inspired me to think about how I might design recon rules on a hex map where no enemies are visible, to help make them visible. I didn't get any good ideas, but it was worth thinking about.
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Post by Whiterook on Nov 20, 2023 8:59:26 GMT -5
You raise an excellent point in the advantages that come from playing other designers’ games and scenarios; it’s the latter where I find the most inspiration, because they’re like textbook snippets on what’s possible in designing your own, right down to taking note of using certain tactics or objectives that you’d not previously considered or understood fully how to execute. I can’t even guess at how many times I’ve read or seen a scenario being played, where I’ve thought, “Hmmmmm, that would be cool played with *this*, with *these components*!” That's very true. Even just writing that previous post of mine inspired me to think about how I might design recon rules on a hex map where no enemies are visible, to help make them visible. I didn't get any good ideas, but it was worth thinking about. Very cool! Hey, and to anyone reading this, please note that the General Game Design Theory zone on the site was built just for those kind of explorations! Members who create threads on just such game design considerations and problems not only have a place to catalogue these, but can also get input from other members, draw in new members that run across it in searches, and the whole process pays forward education to all aspiring game designers!
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