Mechanics Makeovers Notebook

I love a game with "theme", but a theme without a mechanic is a story, not a game. I also love logic problems, but a logic problem without a mechanic is a puzzle. A game is many things, but ultimately what makes it a game is its mechanic(s) and what makes a good game is good mechanics. (OK. Maybe overstated, but this is the Mechanics section, right!?)

Similar to a Game Makeover, a Mechanics Makeover takes an existing mechanic and explores variations to the mechanic that may provide insight into a new or modified use of it. Instead of dissecting a game to find out how it works and improving on it, I will analyze a (likely) well-known mechanic and look for ways to modify and hopefully improve upon it then suggest some specific uses for it in its new form.

Objective

Redesign a traditional or well-known mechanic to provoke ideas for new variations and uses. In this process I expect to post:

  • An evaluation of the existing mechanic for what is working and what needs work.
  • A description and rationale of each “improvement.”
  • Implementation in a game or gamelet (a mini game that exercises one mechanic).
  • The evaluation – redesign – playtest cycle for major changes.
  • Any tools that I use or create in the process.
  • A description with rules and PnP files (as appropriate) of any product.
  • (Maybe) A step or two further; exploring the mechanic in concert with others to form a more complex game design.

Hopefully you find this discovery process interesting and maybe even gain some inspiration from it.


Mechanics Makeovers Notebook Icon
John Parker

Design Workbench

This is the second and final part describing the individual mechanics and their attributes – the modifiers. Again, there are three basic sets of mechanics; starting from the bottom up:

  1. Those that affect the die rolls. (Roll Modifiers)
  2. Those that affect the goal or victory condition. (Goal Modifiers)
  3. Those that affect the players. (Round Modifiers)

Picking up where we left off, in this round we will look at the last set. I set these apart from the other two because these only impact the die rolls in a meta sense. They don’t impact the actual rolls, but may impact the choices you make during rolling, since they impact who you are rolling against and who goes first.

John Parker

Design Workbench

Since I am starting to report this progress further into the design phase than previously, I will break up the “rounds” a little differently at first to catch up. Here’s how the first few rounds will shake out:

  1. I will catch up on the mechanics and their attributes, which I will call modifiers.
    1. Since there is a lot to report here, I’ll break this round up into two parts.
  2. I will catch up on the gamelets.
    1. Since there is a lot to report here, I’ll break this round up into three parts.
  3. I will catch up on the game created by compiling the gamelets.
John Parker

Glossary

In addition to the standard dice game terms, I have derived a few new ones for this makeover and for use in the Challenge Dice game. Not all are used right away, but this way the glossary can be referenced at any time. This may look like a lot of terminology for a simple game, but it is intended to be used intuitively. Defining terms helps that happen.

John Parker

Playtesting

A few words about the playtesting approach are in order so they are not necessary in every posting. While the specific variations in this makeover are relatively simple, a valuable aspect of this makeover is to review the testing approach to a highly variable game.

Approach

For playtesting an individual mechanic, I am introducing what I call a “Gamelet.” A gamelet (like an applet compared to an application) is a mini-game in the sense that it does the functions of a game, but in a very narrow sense. A good gamelet will exercise one mechanic in a very limited sense. In this case there are also Attributes that impact the operation of the mechanic. So there is a grid of Attributes and Gamelets to test if each attribute is tested separately.

Dice Permutation 1

John Parker

Introduction

For the record, my complete title for this game mechanic to makeover is “Dice in a Cup,” but for brevity sake, I will often just call it “n Dice” where n is the number of dice rolled. The working title of the game that tests the mechanics in this makeover is called “Challenge Dice.”

John Parker

I love a game with theme, but a theme without a mechanic is a story, not a game. I also love logic problems, but a logic problem without a mechanic is a puzzle. A game is many things, but ultimately what makes it a game is its mechanic(s) and what makes a good game is good mechanics. (OK. Maybe overstated, but this is the Mechanics section, right!?)