39: Potential

39: Potential

What aspect of an existing game do you think could be the basis for a new design, or even a whole new family of games?

 

 

I typically identify the thing that players like doing over and over in the original game, extract it, and make it the centrepiece of my next design. Game families often use a simple core loop with new content or variance in playstyle to give players what they want with a slight twist to make it different enough to be worthy of standing on its own. You could also set a family of games in the same world or under the same theme. I’m currently co-designing an RPG set in a world that was first explored in a boardgame, for example.

Sen-Foong Lim

Nyctophobia. I love the idea of designing without using sight as a sense used to play the game! Talk about a cool road to go down.

Adrienne Ezell

I think the way bag-building in Quacks of Quedlinburg works is fantastic, and I’m excited to see future titles refine that experience further. “X”-building as a concept has been around for a long time of course, but I like how it’s been given new life lately as it interacts with new components that offer different tactile experiences from just cards or dice.

Alex Cutler

I’ve long thought that Ladies and Gentlemen should have been the first of a wave of asymmetric partnered games.

Peter C. Hayward

I typically identify the thing that players like doing over and over in the original game, extract it, and make it the centrepiece of my next design. — Sen Foong-Lim

The way the bird faction works in Root is an excellent and engaging take on action programming. The birds must perform all the actions programmed, but the actions can be assigned to any units, and each turn, an additional action has to be added to the “decree.” The system seems incredibly flexible, and I’d love to play in this design space.

Isaac Shalev

The storyline (for games that have narratives). It’s so interesting how one story can be interpreted to different game mechanics.

Kenechukwu Ogbuagu KC

Look at my upcoming card game Vintage. I had an idea for a card action system which, I thought, could give a new twist to big strategy games with dudes on a map and all that stuff, but I couldn’t design the right big game. So I made a very light card game with just that system, but I’m sure others will use it as one element in much heavier designs.

Bruno Faidutti

I really like the betrayer mechanic in Dead of Winter, and whilst several other games have started to adopt and adapt this, I think that there is still room for more instances of this, especially in co-op games that traditionally all have you on the same side – it would make for some very interesting encounters around the table…

Sam Illingworth

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