|
Post by Eric Farrington on May 19, 2021 14:56:13 GMT
Frequently, we talk about how to create choice in our games. However, it was less clear to me about what does that even mean in the context of Game Design. More importantly, how do you make a choice meaningful as opposed to a "no-choice". A "No Choice" is basically an option a player will always use when it is available, such as shooting in the shooting phase of 40K. There is no reason NOT to shoot. So, I struggled and tried to put down some thoughts on how to create an actual meaningful choice in a wargame here: bloodandspectacles.blogspot.com/2021/05/wargame-design-creating-meaningful.htmlI decided on the following equation: (Positive Outcomes / Negative Impacts) + Downstream Impacts to the Game = Meaningful Choice Your thoughts?
|
|