Monthly Archives: November 2016

Different Approaches to Game Design

I’ve been messing around with half a dozen designs lately and I seem to be stuck on each and every one of them. The only design that is making progress is a co-design with a friend of mine. So I’ve been thinking about mixing it up to try some different approaches to designing game. Today I wanted to present four approaches that you can use as a starting point. I am going to try each of these four approaches over the next month and see if I find inspiration.

Theme First

One of the most popular ways of starting out a game design is to choose a theme that you think is interesting.

This is a wide open way to design. You could choose to design about paratroopers rescuing chickens stranded on Antarctica. You could design about scuttlefish escaping sea urchins.

Going Theme First allows you to choose whatever you want the game to be about. Once you’ve chosen the theme you can then begin to consider the mechanics that might fit with the theme.

I personally like Theme First design. I like to picture myself immersed in the theme wondering what ways I can bring the theme together and make it feel like a grand experience.

Mechanic First

This is probably the other most popular way of designing a game. The designer might come up with a really interesting way to play a game. This could be a new component, a new way of using a component, a new combination of mechanics, or other things that haven’t been done before. Or you could pick a mechanic that has been done before and add a twist.

Once you’ve figured out your main mechanic and made it playable you can try to figure out what type of theme might fit with your mechanic.

This way of designing assures the designer that their game will utilize a gameplay mechanic that they like.

Scoring Condition First

This is a lesser used way of designing games. Some abstract games are designed with the scoring condition as the driver for the design.

This is essentially a specific variant of Mechanic First design, but with the end-game in mind. Designers choose how they want the scoring to work. Then they will fill in the design with the mechanics and slap on a theme if necessary.

This is something that I’ve been wanting to do but have not found a scoring condition that I like enough to build a game around.

Component First

This is a tough one to do because most designers don’t design around a “final product” type component. But there are times when a designer may make a game from the components that they have available.

When designing component first you would often choose a component or components that you really want in your game. Then you would choose a theme or mechanic that will work with those components.

This can be pretty awesome if you have a great component in mind. If you want to go with this approach it is probably best to be innovative and use either new components that haven’t been used in games before or to utilize existing components in new ways.

Horizontal Rule

There are, of course, other ways to get started with a game design but I think these four ways are a great starting point to get you thinking about your game designs. If you have other ways that you think are important, please share them in the comments section. Thanks for reading and have a great Thanksgiving (If you are in the US) or a great weekend around the rest of the world.

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