I think we just disagree on this point, which is fine. IMO because you are eliminating one mechanic, and replacing it with an existing mechanic (and therefore not adding a new one) you are subtracting. I think the core mechanic in d20 accomplishes this quite elegantly. It eliminates a number of mechanics and replaces them with a single mechanic. So I would still call that subtractive design. Now it isn't as subtractive I suppose as completely elminiting the concepts those mechanics support, but it is still subtractive I think. Also d20 isn't guided fully by this principal. Clearly in the end you have a bigger game, but there are subtractive elements.
Yes, we disagree. In my opinion, Subtractive design is one step beyond that. That would be streamlining, but not subtractive design. In d20, you got that streamlining through consistency. I once had a very good link to Consistency, but lost it. A quick search in google got me this
article, which is just fine, and a better definition that I could make one for:
Consistency is the art of making sure that all similar elements in a game are described the same.
I was basing my interpretation on this on the guy's 1st paragraph:
"Subtractive design is the process of removing imperfections and extraneous parts in order to strengthen the core elements. You can think of a design as something you build up, construct and let grow, but it&
#8217s pruning away the excess that gives a design a sense of simplicity, elegance, and power."
I find the key sentence being the Einstein one:
"Make everything
as simple as possible, but not simpler." —Albert Einstein
It's not like you say "ok, this part of the game is simple
enough, so I don't need to touch it". It's more like you go "ok, this part of the game is simple
enough, but
can it be even simpler?"
My sense is it removes things that are not essential I think. But it wouldn't remove essential elements for the sake of subtraction. I believe we basically agree and just have expressed our conclusions a little differently.
Sure, it can't remove essential parts. But what's essential, and what not, is exactly the boundary. A Zen Garden can start removing non-essentials elements, and end itself removing *the plants*. Yet it remain a garden. Without plants. This shockingly disturbing idea awes me.
That's the difference between a elegant, simple and streamlined design, such as Mario Galaxy 2, and a minimalist design such as Ico. Every single design is going to have parts removed, yes. Even the more complex RPG you can think of, I'm pretty sure someone brainstormed an idea that finally was cut off. But in a lot of designs, we think about what we can
add to the game. While sometimes, the developers think about what they can
remove. Kinda like when you are designing D&D Red Box, for example.