Working on different games it feels like there are 2 rough categories: the "systemic" games that have randomized setup and are match/run-based & the "linear" games that tend to be scripted and are story/puzzle- based. I wish I had better terms for these categories.
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While there's overlap, of course, it also feels like, from a design perspective, these 2 categories represent two very different disciplines and the rules of thumb that apply to one often do not apply to the other.
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Replying to @perryjon
Agreed. Maybe this sounds blunt, but it feels like at its core what separates the two is how much freedom the players have.
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Replying to @gamesbymanuel @perryjon
Being able to explore and make decisions versus playing through a story that was defined by someone else.
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Replying to @gamesbymanuel @perryjon
Maybe sandbox vs "directed experience"?
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Replying to @gamesbymanuel
Good ideas but I feel like sandbox already kind of has a different meaning in the game design space. "Directed experience" feels pretty accurate though.
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Replying to @perryjon @gamesbymanuel
Also I don't know if it's just about player freedom. Like all card games are pretty much systemic IMO and yet there are some classic card games where you don't have much choice as a player. You could push this even further and have a systemic game with almost zero player choice.
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I think we're interpreting the term in different ways. To me "systemic game" means the gameplay is mainly about exploring and using the systems, which allows for a lot of self-expression and learning.
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Replying to @gamesbymanuel
ha, yeah since I'm still grasping at whether it's even the right term I'd say the chance we're using it differently is quite high :)
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