I’ve recently got back into Slay The Spire and it has taken up so much of my time. It has also reminded me of one of my absolute favorite mechanics that one can put in a game - deckbuilding! Not that deckbuilding is an easy mechanic to design around, but I love how it often brings a lot of inherent strategies and best practices with it I can take from game-to-game, and how individual games can mess with those too. It can also represent things beyond just mechanics, like a large deck in a war or management game can be allegory for how difficult it can be to get the things you need to get done in a heavily bureaucratic system.
In addition, ever since playing Othercide earlier this year, I’ve been keeping a lookout for turn-based games that use an initiative timeline! I’ve posted about it before, but tactics games and other turn-based games become much more interesting once turn order is not a given, and more so when you are given ways to manipulate and take advantage of it.
This week I want to hear about the mechanics we seek out in games. The ones you see on a games store page or in a review that excite you! It could be you’re seeking another Nemesis system game, or like your games to be run-based. Maybe you love dialogue trees and want games that tell an interesting story, and let have some choice in how it all plays out. Interpret the question as you want!
Question to Ponder
- Are there any mechanics that automatically have you curious about a game?