Sunday, May 22, 2016

"You need mechanics that support that experience"

Jeremy Forbing 
Elegant or clever game design are only relevant in service of a particular experience. Generic RPGs tend to be just that, generic. If you want a game to feel like a Hong Kong martial arts film, you need mechanics that support that experience. If you a system that simulates the deadly and horrific battles of World War I, you have to design towards that. The Marvel Heroic rules would be bad for Lovecraftian horror, but are great for playing superhero comics. How can we judge a mechanic without knowing what experience it is meant to create?

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