Let's talk a bit about prototyping, i.e., creating the foundation of a game as the first step before iterating on the design.
I sometimes use a specific approach for this, which I call "tick-tock-tock game design".
The name (as opposed to tick-tock-tick-tock) is meant to evoke simplicity and granularity, procedurality and semi-predictability, and deliberate avoidance of symmetry. Specifically, tick-tock-tock game design is
- Minimalist: The game's complexity emerges from a small set of simple, interconnected processes and abstractions acting on each other. Additional complexity may be introduced creatively by the player. For example: The game has two stats and two actions, and the gameplay state is limited to a set of five possibilities plus some numbers.
- Clockwork: There is a core gameplay loop, precisely described, which you don't deviate from. The loop's particulars almost certainly involve randomness and player choice, but in general Z follows Y follows X. For example: The game is an escalating series of four-stage cycles where you ante up, make a bet, apply the consequences, then raise the stakes.
- Asymmetric: Although minimalism + clockwork permits a very high level of symmetry and regularity in principle, the game deliberately leans in the other direction. For example: The game has four stats, but they aren't equally important. The game has four actions with the same magnitude of effect, but one is only situationally useful, and another one has a cost.
This combination can be a potent one for engaging play.
I'll give a few examples from my current game project, Overzealous.
This is a solo TTRPG where you (an outsider god) want to be summoned into reality, but you're mismatched with a cartoonishly bloodthirsty cult who keep getting distracted by their own horrible havoc.
![]() |
| Poster by me. Art credits: Evlyn Moreau. Gordy Higgins. Adobe Stock. Lorc, CC-BY (https://creativecommons.org/licenses/by/3.0/), modified. |
Overzealous is Minimalist. There are five stats. The two 'good stats' are Cultists and Imminence. The three 'bad stats' are Fervour, Divergence, and Monstrosity. You want to get your good stats high and keep your bad stats from creeping up too fast.
All the game's additional mechanics (random weekly events, the actions an outsider god can take, ongoing problems like your cultists turning into cannibals, etc) revolve around these essentials. It is very easy to understand the fundamentals and everything hinging off them aids further comprehension.
Overzealous is Clockwork. Stats matter at the values 0 and 13 (as starting points, points where you win or lose, etc). Stats change iteratively, each turn, with a random factor. The actions available to you have precisely specified outcomes.
After setting up, play proceeds in a tight game loop in which a turn begins, developments happen, actions are chosen, random events are rolled, and consequences are suffered. The loop only ends in a victory or a loss, with a little extra gameplay associated with either, much of the complexity of which is driven by player creativity.
Overzealous is Asymmetric. You want 13 Cultists and 13 Imminence so that you can win, but you need more Cultists than that if your cult has too many heretical ideas. Also, having high Cultists increases the rate of increase in all your other stats.
Fervour, Divergence, and Monstrosity are all bad, but Divergence is the worst because it can passively make it harder to win the game. All three stats can make you lose the game if they reach 13, but Fervour and Divergence matter more before that because they result in worse effects from the random rolls you make for cult shenanigans.
Ongoing problems in your cult can cause stat penalties over time, and there are 25 possible combinations for this, but in practise you only face a subset of ten problems the cult can bring upon themselves, with stat penalties appropriate to the nature of those problems. There's a wide variety of actions that you can choose between to trade off your stats, but they don't all have quite the same expected value or magnitude of effect, some are random, and some effects you might want aren't encoded as actions.
Why tick-tock-tock game design?
Minimalist and clockwork approaches are easy to learn and play and well suited to casual and solo gaming. The flip side is that they can be boring, and the kind of complexity they create can be limited in various ways, such as predictability or lack of verisimilitude.
But small deviations from a pattern feel meaningful (whereas pure unpredictable randomness circles all the way around to pablum).
To put it another way, wielding asymmetry means setting up expectations – the player can envisage a huge gleaming clockwork machine built on these simple bones, a game where a player is barely needed because everything proceeds in so orderly a fashion – and then subverting them. Having things go in different directions. Hiding better solutions amidst worse ones. Presenting a damaged machine to play with. Making things messier and more interesting in the process.
The earlier the better
I think it's best to bake this sort of thing in at the prototyping stage, where it will necessarily affect the end result, rather than try to get it right in later stages of design.
Accidental symmetries are possible, and in my experience if you're not careful when you are designing to thread the needle between symmetrical and chaotic, you can end up e.g. creating trap choices or areas of game-space which never get reached because the better path is so obvious.
This is all part of the game design vision where you avoid having equilibrium states or necessary actions or unavoidable penalties or slow death spirals. Early in the design of Overzealous I switched from ongoing problems causing a stat change of 1 to a 50% chance of a stat change of 2. It should be obvious why. It's less fun to just go around in circles, tick tock tick tock tick tock.

No comments:
Post a Comment