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<blockquote data-quote="Wik" data-source="post: 4701665" data-attributes="member: 40177"><p>HAving just finished my first "complete" home-made system ("<em><a href="http://www.enworld.org/forum/4689067-post178.html" target="_blank">The Awakening</a></em>", I can honestly say that to get something decent is a fair amount of work. I have over 40 pages of work done on this game, and I know I could easily add another 40, and then another 40 more, and still only be scratching the surface!</p><p></p><p>It's hard, but it's rewarding. You can make a game that, if you do it right, is EXACTLY what you want in a game. But you can't just say "Hey, I want to design a game", and then have at it. You need to know what your game has to reflect. </p><p></p><p>Do you want a gritty wild west game? Or a space opera setting? Do you want heavy game mechanics? Or loose "freestyle" mechanics? </p><p></p><p>You need to know how games work, and know the shortcomings of games. And, you need to be able to look at your own work with a critical eye, and be more than ready to cut something if it doesn't work. And, you have to keep working at it, even when you're sure it's a failed hope (this last one is the big one, and it's not just a problem with game design, but with writing as a whole).</p><p></p><p>One last point - don't try to make a game that reflects "realism". Because it is impossible. You cannot make a ruleset that is capable of being run by a human being that perfectly reflects realism. The best you can do is make a game that reflects a certain type of "realism" consistently.</p></blockquote><p></p>
[QUOTE="Wik, post: 4701665, member: 40177"] HAving just finished my first "complete" home-made system ("[i][url=http://www.enworld.org/forum/4689067-post178.html]The Awakening[/url][/i]", I can honestly say that to get something decent is a fair amount of work. I have over 40 pages of work done on this game, and I know I could easily add another 40, and then another 40 more, and still only be scratching the surface! It's hard, but it's rewarding. You can make a game that, if you do it right, is EXACTLY what you want in a game. But you can't just say "Hey, I want to design a game", and then have at it. You need to know what your game has to reflect. Do you want a gritty wild west game? Or a space opera setting? Do you want heavy game mechanics? Or loose "freestyle" mechanics? You need to know how games work, and know the shortcomings of games. And, you need to be able to look at your own work with a critical eye, and be more than ready to cut something if it doesn't work. And, you have to keep working at it, even when you're sure it's a failed hope (this last one is the big one, and it's not just a problem with game design, but with writing as a whole). One last point - don't try to make a game that reflects "realism". Because it is impossible. You cannot make a ruleset that is capable of being run by a human being that perfectly reflects realism. The best you can do is make a game that reflects a certain type of "realism" consistently. [/QUOTE]
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