A lot of good points were brought up in the replies to my last post on drawbacks. I delved too far into semantics and didn’t spend enough time nurturing what I really wanted to say. This post is going to look at drawbacks from the angle I should have focused more on in the first place.
The idea that “everything has a drawback” is something I put too much emphasis on in that post and ended up distracting from the main idea. Part of what I really wanted to get at is something Dom Camus got at with his reply. Here’s some of what Dom had to say:
Read more on More on Drawbacks…
How much fun a single design within a game is can be hard to figure out. A major obstacle is that often when you are winning something feels fun, but when you are losing that same thing can feel unfun. How do you come to a conclusion one way or another?
Let me use the Magic card I said was a design mistake in my Great Designer Search 2 essay as a good example.
Let’s play a game. It’s called “which Magic cards have a drawback?”
Read more on Where’s the Drawback?…
It often surprises me how easy it is to forget one of the most important aspects of game design. If everyone who ever designed just kept one principle in mind, I think the world of design – and likely the fate of some failed games – would be much better on the whole.
Let me back up to when I started thinking about design with this in mind.