Saturday, October 19, 2024

Two game mechanic ideas I've had

Ok, so I had this idea for a mechanic. You know how in Settlers of Catan you have 5 basic things you can build? Well, what if those building costs were asymmetric? Or even the things you can build were asymmetric? Or what if there were tiles with additional stuff you could build or do, and those tiles could be purchased? So I could on one turn buy the tile that would allow me to construct different things for the rest of the game, (like trebuchets or moats or something, I don't know), and only I could build those things, and there would be a lot of different tiles. So each game would be vastly different because you could get different tiles allowing you to build different structures which could change your strategy completely. 

If anyone is reading this, feel free to steal this idea.

Another idea I had while in Walmart earlier today. I saw a self-contained little Risk card game thing, here let me just find a picture...



Okay, so I saw this and at first I didn't know it was a full game itself, I thought it was an expansion pack thing for the game of Risk. So my idea is little expansion packs for staple Ameritrash games. Bored of Clue? Go to Walmart and pick up an expansion box thing that gives you new ways to play, not just like extra characters or extra weapons and stuff like that, but like a COMPLETELY NEW way to play. Turn it into more of a Betrayal at House on the Hill kind of game, or Scotland Yard, or something crazy and different like that. Give your old Monopoly games you never play new life. Turn your The Game of Life into a MaioKart racing game. I think it'd be a cool idea to have these little expansion pack things for a lot of the classics.

Anyway, those are my two game mechanic ideas I've been thinking about.

Monday, October 7, 2024

Talking, Pottery, and anachronisms

 I talked to my brother Eric for an hour and a half tonight. It was awesome.

Also, a few posts ago I mentioned something about quality and quantity. 

From https://plan.io/blog/why-quantity-beats-and-creates-quality/#:~:text=When%20the%20teacher%20scored%20all,churned%20out%20and%20learned%20from.:

 A great story about the effects of the quantity mindset is in the book Art and Fear. The story concerns a ceramics teacher, who split their class in two groups. One group was graded on the pure quantity of work they produced, simply by weighing each of their pots when the class was over. 50 pounds of pots would earn the student an A, 40 pounds a B, and so on.

The other half of the class was scored on quality. They were only tasked with making a single pot, but it had to be perfect for them to earn an A. When the teacher scored all the pottery, guess which group produced the best pots? The group that made more.

The more pots they created, the more mistakes they made, and the more they learned. By the end of the class, they were creating high-quality pots, due to all the quantity they'd churned out and learned from.

In other words, quantity produces quality.

OK, I'm tired and going to bed.

Speaking of OK, did you know the term OK was only created in 1839?

And the word "Hello" with that spelling only started becoming common in 1826?

In other words, in every single piece of literature or movie or anything that takes place before 1826 or 1839, and you hear them say "OK" or "Hello" you know it's an anachronism. Mind=Blown