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Confessions of a Hack Game Designer
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<blockquote data-quote="James Gasik" data-source="post: 8695898" data-attributes="member: 6877472"><p>I'm sure some of you have been there. You decide, "you know what, I'm going to make my own game!". It's as simple or complex as you want, the rules will work the way you intend them to, and you can quickly adjust for corner cases and odd interactions, buffing or nerfing things as needed (once you find a group of s̶u̶c̶k̶e̶r̶s̶ friends to help you playtest!).</p><p></p><p>Maybe it took you a week, cobbling together bits and pieces of systems you like. Maybe it took you months or years, but eventually you say "at last, rules for <strong>everything</strong>!".</p><p></p><p>Then you realize in horror that you need to create enemies. NPC's. Monsters. And somehow figure out how to make enough of them that feel different and interesting, as well as determine what, exactly, is a balanced encounter.</p><p></p><p>You maybe laughed at how other games systems fumbled at this exact sort of thing in the past. But now you're staring down the barrel of a project that's going to take more time to finish than the entire rest of your game combined, and you have <strong>no idea</strong> of how to proceed.</p><p></p><p>It's more than a little humbling, to be honest. And forces you to take back some of the nasty things you may have said over the years, when attempting to use an opponent from an official game product, and find it to be over or underpowered.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8695898, member: 6877472"] I'm sure some of you have been there. You decide, "you know what, I'm going to make my own game!". It's as simple or complex as you want, the rules will work the way you intend them to, and you can quickly adjust for corner cases and odd interactions, buffing or nerfing things as needed (once you find a group of s̶u̶c̶k̶e̶r̶s̶ friends to help you playtest!). Maybe it took you a week, cobbling together bits and pieces of systems you like. Maybe it took you months or years, but eventually you say "at last, rules for [B]everything[/B]!". Then you realize in horror that you need to create enemies. NPC's. Monsters. And somehow figure out how to make enough of them that feel different and interesting, as well as determine what, exactly, is a balanced encounter. You maybe laughed at how other games systems fumbled at this exact sort of thing in the past. But now you're staring down the barrel of a project that's going to take more time to finish than the entire rest of your game combined, and you have [B]no idea[/B] of how to proceed. It's more than a little humbling, to be honest. And forces you to take back some of the nasty things you may have said over the years, when attempting to use an opponent from an official game product, and find it to be over or underpowered. [/QUOTE]
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