Yup. I said
it. Innovation is over-rated. I feel this is especially true in the field
of wargames design. Too many people are
trying way too hard, to be way too clever.
Most of the people I see try to re-invent the wheel end up stalling
their project and never getting anything to a playable state. There is no reason to try and make games if
you never have anything to play.
Alternatively, they get something to a playable state,
but it comes out way to different and complicated that no one wants to play it. The players can’t wrap their heads around it,
or it requires a lot of tracking, or there is too much table clutter, etc. People read the rules, scratch their heads
and never look back. Most of the time I
see someone trying to innovate a mechanic or system they spiral into If This/Then That style of rules. Instead, keep it simple. If you use a method to roll over a target
number to resolve an action, use that same model for everything else that
requires a test. Use the same core
mechanics over and over in the rules.
Once, a long time ago I took a class on screen
writing. The professor shared something
that stuck with me for a long time and I recognize the truth of. He said that if you want to actually sell
manuscripts for movies and books do not try to be innovative. Many people are afraid of that which they do
not understand or feel comfortable with.
Innovative ideas are not comfortable and therefore lead to a lack of
buying. Instead, take an existing model
and re-skin it. Change the setting, a
plot point, or a character around. The
skeleton is the familiar, the innovation or uniqueness is how you combine the
pieces.
My young ears were shocked by this notion. Then, I actually started to look around at
what the entertainment industry was offering me and realized with horror that
he was right. That was exactly what was
happening for the most part. Let’s look
at “arguably” the first Blockbuster movie and nerd classic; Star Wars. There is nothing new in Star Wars. In fact, it is very “traditional” in its
narrative. The big change was simply
placing it in a new setting. How many
times has the Seven Samurai been re-done?
The innovation is putting a new spin or use on a classic idea. People do not feel alienated by the
innovation and instead embrace the subtle change or re-use.
Therefore, if you want to make games that you can play don’t
try to re-invent the wheel. Innovation
is over-rated. Instead focus on what you
are trying to accomplish with your game and look at what other games do to
achieve it. Do they roll to beat a target
number, cross-reference a chart, use opposed rolls, use an interrupt
system? Instead of trying to invent a
whole new method, use one that works and apply it to your game. Always remember what you are trying to
accomplish and you will not go wrong.
Someone else probably thought of it somewhere first. That is why it is so important to stay
current with new systems and games. You
will slowly create an “inventory” of mechanics that you can then apply to the
design problems you face. These ideas
become your “Tool box” where you apply these mechanics together into new and
interesting ways. It is this
re-combination of mechanics and how you apply them to new or different problems
where you will find innovation. It is
not creating something new from whole cloth.
It is something new from the sum of its parts.
If you read the rules for Castles in the Sky, you will find that it takes liberally from
several games systems. This includes Battlefleet Gothic, Aeronautica Imperialis,
Battletech, All Quiet on the Martian Front, Dystopian Wars, and a few other
game systems. In fact, if you are
familiar with all of these games then you can probably tell me exactly what
mechanics came from which game. However,
how they all work together is what gives the game a unique feel and play style. Plus, it is a complete and playable game
system!
Too many designers focus on creating the perfect
mechanic, instead of just getting on with it and making the game. Innovation is over-rated if it stops you from
completing your wargame project.
Instead, remember what you are trying to accomplish and use the existing
mechanics that will allow you to get there.
The innovation will come with how the mechanics integrate together to
make the sum of the game.
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