This rule comes from ComputerGames, (Better_By_Design?, June 2002) but can easily be applied to other areas.
If a game consists entirely of one mechanic or method of play, it may become boring, especially with repeated play.
Providing different phases, powers, or modes can help break up the game flow, giving the players a break from each type of game play, so they can come back to it with renewed interest later.
- Each of Puerto_Rico?'s roles is a kind of subgame (building subgame, shipping subgame, trading subgame, and so on).
- ComputerRPGs such as Final_Fantasy? use this idea extensively. Many even have game houses that consist of several little subgames.
- One of the keys to Meteors is the special rounds that mix up the basic game play and keep you on your toes.
- While Modern_Art? consists almost entirely of auctions, there several different types of auctions, such as fixed, open, and once around. Also, 'selling' and 'buying' might be considered two different aspects of the game.
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