By defining the goal of the game first, I can measure every mechanic against that goal to determine if it furthers the objective or interferes with it. Using Marc LeBlanc's Eight Kinds of Fun, I've listed the types of fun the game should provide in order of importance:
- Challenge <- Primary
The core concept of this game is to generate challenge. The game presents a problem and various tools; the players must then find a way to solve the problem with the tools at hand.
- Fellowship
A secondary consideration is the feeling you get from cooperating to accomplish a goal. Mechanics should reinforce cooperation and interaction.
- Discovery
The feeling of experimentation with card combinations and seeing new interactions created by different game systems interacting.
- Expression
Playing a deck styled after tactics you prefer and find satisfying
- Narrative <- Secondary
Framing the context and theme of the game in a way where players can construct a narrative out of the sequential events.
- Fantasy
Imagining yourself in the situation implied by the cards
- Sensation <- Tertiary
The tactile feel of the cards, the duende of the art
- Submission
Using the game to pass time
When designing mechanics and dynamics, they should refer to each of these priorities. With all this in mind, here is the basic template for my deck building adventure game:
A Cooperative (Felloswhip) deck-builder (expression) where the players work together to defeat obstacles provided by the Game deck (challenge).
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