Resourciv: Revamping Peeps
I've been struggling with how I kinda really hate game design. No matter if I play things or run things or design things, the number one thing I hate is cruft masquerading as complexity. I like messing with dynamics and seeing what happens when multiple intersect, but I don't like having lots of levers and dials that you need to optimize in order to play well, especially when it all turns out to be a "solved game" of knowing what to do every time. This makes me more of a cutter than a creator, sometimes, like how my personal D&D rules boil down (my idea of) the game into extremely discrete, structural dynamics. This has proven a blessing and a curse for Resourciv , my civ-like computer game, in that I'm terrified of adding anything for fear of making it needlessly complex—but then I don't add anything at all. I've been constantly saying over the last few months that I am running up against game design, and now I'm standing in front of a wall. Le...