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	<title>Aartform Games Blog &#187; Design Gameplay</title>
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		<title>Managing Complexity in Design and Gameplay</title>
		<link>http://www.aartformgames.com/blog/2009/10/managing-complexity-in-design-and-gameplay/</link>
		<comments>http://www.aartformgames.com/blog/2009/10/managing-complexity-in-design-and-gameplay/#comments</comments>
		<pubDate>Sat, 03 Oct 2009 11:31:04 +0000</pubDate>
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				<category><![CDATA[Gameplay]]></category>
		<category><![CDATA[Design Gameplay]]></category>

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		<description><![CDATA[I&#8217;ve been spreading out my designs for a new game the last two weeks &#8211; while individual bits of the design are quite straight forward keeping the whole plan in mind is rather tricky. It would be so much easier if I was just cloning a RTS or FPS &#8211; but forging new gameplay styles [...]]]></description>
			<content:encoded><![CDATA[<p>I&#8217;ve been spreading out my designs for a new game the last two weeks &#8211; while individual bits of the design are quite straight forward keeping the whole plan in mind is rather tricky. It would be so much easier if I was just cloning a RTS or FPS &#8211; but forging new gameplay styles out of 100 different gameplay details is really hard. If you multiply that by factions/tech levels/variety it is easy to end up juggling 10,000 gameplay items! Keeping all this in order is a massive (but enjoyable) task.</p>
<div id="attachment_3" class="wp-caption aligncenter" style="width: 235px"><img class="size-medium wp-image-3" title="Design Complexity" src="http://www.aartformgames.com/blog/wp-content/uploads/design-225x300.jpg" alt="Pondering the best methods for game design." width="225" height="300" /><p class="wp-caption-text">Pondering the best methods for game design.</p></div>
<p>I manage all this with a pile of A3 Notebooks full of calculations and ideas, and piles of A4 with Lists (lots), Mindmaps (Rarely) and Flow diagrams. Then I scrunch all of this into a big bunch of Spreadsheets. If there is a better way I would love to know!</p>
<p>Complexity effects the player too: once a feature has been detailed &#8211; I have to decide if it will be fun or a chore when the player does it the 100th time.</p>
<p>I think the two tier approach of micro-management and auto-management is useful here. Let the player learn the basics of micro management, but then give them a choice of using auto when their power base expands and the micro would be overwhelming. Similarly micro-fighting and auto-resolution of battles lets a lot of the complexity buildup relax, leaving more time for having fun with the more interesting bits. Happily some chore-like activities are actually crazy addictive, and will stay in the final mix as a pleasurable time sink.</p>
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