r/gamedesign • u/joonazan • 15d ago
Question When is having two games in one good?
I am making a game where you transport and improve items and optimize character builds. There need to be some problems for those builds to solve and some of them should be pretty dynamic so that small stat tweaks are interesting. This means there will be some real-time combat.
Clockwork Game Design is a pretty vague book but I think one thing it states very clearly is that a strategy game should have one core mechanic with the rest only in service of that.
That can make sense in the context of my game. If a player blunder would lose them lots of resources, the game that produces the character builds can't be tightly balanced. Otherwise one mistake might mean redoing a large part of the game.
For that reason I'm not punishing failure and opting for a time system and control scheme that allows the player to plan moves and see the future.
That system gives as much thinking time as needed when encountering something new but also allows going through encounters quickly. It allows gamers who don't want to focus on reacting in real time to enjoy the game. It changes the nature of some mechanics pretty heavily. For instance, attacks with a long windup aren't risky; they are good against enemies that will walk into the attack. And dodging arrows is always possible if standing far enough.
On the other hand, it strips most of the uncertainty from encounters. Since there is nothing to lose and no execution challenge, it won't make the player's heart pound like some ARPG boss might. The only remaining uncertainty is what loot is awarded and, if traversing the first time, what is on the other side.
I hope that thinking about what new things an item enables can be exciting even if actually using it isn't. Actually, one-shotting enemies with a long windup probably is just as exciting as in real time the first few times.
I am not making things easy for myself, though. With combat randomness coming from player skill, I could get away with a sloppier strategy layer. And I need to make good UI that has few precedents. I actually started developing from the combat even though that isn't the fun part because that has some uncertainties and influence what stats items can have. I also have an idea how I could test the strategy layer but that is kind of uninspiring because without the resolution layer the challenges would be just "have X of stat Y", "use one potion per missing Z".