How Game Design is like Haiku
I realized last night that game design is like Haiku. So this is one of those statements of the obvious, but constraint makes you more creative.
I am currently working on a cannonball run style driving game. I decided to use cards for one of the fortune mechanics. As such I needed 4 categories. My original 4 categories were:
Drive, Navigation, Mechanical, and Face (as in ATeam). But those were confusing.
So then I decided I need 4 categories that would match their respective suit. This is when my creativity kicked in and all of a sudden the entire game seemed to fall into place:
Drive - Diamonds / Speed - Spades / Carousing - Clubs / Hijinks - Hearts
Man I love this stuff.
I am currently working on a cannonball run style driving game. I decided to use cards for one of the fortune mechanics. As such I needed 4 categories. My original 4 categories were:
Drive, Navigation, Mechanical, and Face (as in ATeam). But those were confusing.
So then I decided I need 4 categories that would match their respective suit. This is when my creativity kicked in and all of a sudden the entire game seemed to fall into place:
Drive - Diamonds / Speed - Spades / Carousing - Clubs / Hijinks - Hearts
Man I love this stuff.