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What Games Is This Best For?
The approach to game design in these articles is analytical and methodical. It’s best suited to games with a lot of content, like RPGs or strategy games. These articles are more about the hour-to-hour experience than the minute-to-minute experience, so they won’t apply to many types of games. My apologies if this material doesn’t directly translate to your work – I hope you can still find them valuable.
The Hallmarks of Good Systems
RPG and strategy games tend to have a ton of content – more than any one person can keep in their head at once. Game systems don’t just define how that content works – they are a tool that designers use to generate, tweak, tune, and manage that content.
From a designer’s perspective, good systems should be five things: comprehensible, consistent, predictable, extensible, and elegant.
This is the Vagrant Story weapon crafting chart. Fun game, but weapon crafting was incredibly obtuse and over-complicated.
Comprehensible.You, the designer, should understand all the parts of your system. You should know how you choose various values in your game, why you do it that way, and what other rules and content those values impact. If you want to adjust your gameplay in a specific way, you should know what to change to get that result.
Consistent.Your game rules and content should function the same in all areas of your game. Armor shouldn’t work differently for flying units, and the formula for gold value of items shouldn’t change at high levels. This is a big part of making your game comprehensible to you.
Predictable. You should be able to determine how your systems will behave in new circumstances. If you multiply experience gained by 2 in some situation, or introduce a monster with double the normal armor, you should be able to predict the results. Using simple progressions and formulas helps make predictable systems.
Extensible. When you create new types of content for your game, you should be able to easily extend your existing systems to include it. Maybe you decide what your game really needs is randomly generated minibosses. You should be able to extend your existing monster content to include them easily. Extensibility makes it easier to design your game iteratively, adding new systems and content types as they are needed.
Elegant. Elegant systems have a certain … je ne sais quoi. They create extremely rich situations from a small number of moving parts. Some of my favorite examples of elegant system design are 4th Edition D&D, Magic: the Gathering, and Settlers of Catan.