What are the criteria that make something a good "Clockwork Game"?
The Clockwork Game Design model is something I have been working on for the last five years or so. It is specifically an effort to figure out how to make the most elegant and effective strategy games possible. There are certainly practical reasons why you might not want a specific game to be a Clockwork game. But to the extent that you want your strategy game to be elegant, you should adopt as many of these principles as possible.[caption id="attachment_1604" align="aligncenter" width="190"] Above: my book[/caption] Below is a list of criteria that strategy games should strive for. I am sorting them by how controversial they are. In other words, I am putting the stuff people pretty much agree upon towards the bottom. These are not ordered by priority. I am making no statements about which of these is more or less important; just that they are all something to strive for. (more…) Read More