As I sketched some new ideas, I got caught in a weird train of though...
How much is too many? (or how many is too much? not sure...)
I say this for 2 things, first is:
When is it that you already have too many mechanics on your game?
and
When is it that there is already too much on the table?
I started sketching some card-skirmish game that ended up needing too many decks on the table, and I thought that that much decks and cards made the play area messy, which was kind of a bump to me.
I know there are games that have many things going on on the table and are still big hits, Dominion and Legends of Andor, Arkham horror. But still it's a hard thing to do, but I may as well try :D
About that mechanics things, it's pretty much hard to keep things with a good flow so when you start trying to mix too many things on a single game it tends to break. So yeah....I'm trying to see what to do with what I have, but I think that is always manageable.
Anyway, Part of the designing process is to pick some mechanics and squeeze them together until they spit a good mechanical juice that is a mix of both.
I close my speech with that weird sentence.
How much is too many? (or how many is too much? not sure...)
I say this for 2 things, first is:
When is it that you already have too many mechanics on your game?
and
When is it that there is already too much on the table?
I started sketching some card-skirmish game that ended up needing too many decks on the table, and I thought that that much decks and cards made the play area messy, which was kind of a bump to me.
I know there are games that have many things going on on the table and are still big hits, Dominion and Legends of Andor, Arkham horror. But still it's a hard thing to do, but I may as well try :D
About that mechanics things, it's pretty much hard to keep things with a good flow so when you start trying to mix too many things on a single game it tends to break. So yeah....I'm trying to see what to do with what I have, but I think that is always manageable.
Anyway, Part of the designing process is to pick some mechanics and squeeze them together until they spit a good mechanical juice that is a mix of both.
I close my speech with that weird sentence.