Game design hell
Designing games is always a challenge for me. I face every new project thinking “I don’t know what the hell I’m doing”, I don’t know how I even got to this point, seems like I haven’t learned a thing in the last 6 years. But that’s the least of my problems, the really nasty part of designing a game is the middle stage, where you really have to come up with lots of critical decisions, 80% of which you’ll regret in the future. And right now, with the “Toy collector game” I find myself deep in the mud of decisions.
So, let’s exorcise it with a bit of sharing. If you don’t care about game design, you can stop reading here and resume browsing for cute kitten videos.
The core mechanic in this game is an auction house. Your goal is to complete a collection of toys (120 units) and you buy and sell items for a profit on the auction house with the rest of the players. Bare in mind that it’s aimed for an audience that doesn’t really play games, so it has to be extremely easy to get into.
- How to balance the game for novice and pro players when everyone has the same goal (completing the collection)?
- How to add depth to an auction where everyone is dealing with the same items?
- Is a social game with an ending viable?
- Why would you ever want to complete the collection? What’s in it for the player?
As you can see, this are all very basic and fundamental problems. The most important question I must answer is “What the hell are we doing with this game?”, the only answer until now, is “Just trying something new”.
Back to thinking.
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