Rock Rock Rock (rock rock) – part 2

Right, so, in Part 1 I talked about my first step in game design, which is an idea. Seems rather silly to point out that being a first step, so anyway.

Lets talk about step 2, which is rough mechanics.

I touched on a bit about the rough mechanics for Rock Rock Rock (rock rock)… Wow, I’m going to shorten that to RRRrr. Much easier. Basing it on a 5 item rock-paper-scissors mechanic.

So, let’s start by defining our 5 different items.

What kind of rocks are there? More importantly, what would cavemen see them as?

Well… Just spitballing here but how about:

  • Hard Rock
  • Pointy Rock
  • Heavy Rock
  • Chalky Rock
  • Shiny Rock

We need to set up a table to make sure we have everything in balance, lets start with a mostly blank matrix. where we’ve filled in a tie:

vsHardPointyHeavyChalkyShiny
HardTie
PointyTie
HeavyTie
ChalkyTie
ShinyTie

Now, filling out the rest by just common sense:

vsHardPointyHeavyChalkyShiny
HardTieHardHeavyHardShiny
PointyHardTieHeavyPointy???
HeavyHeavyHeavyTieHeavy???
ChalkyHardPointyHeavyTieChalky
ShinyShiny??????ChalkyTie

Well, this is a problem. So, the what the matrix above says, is that the common-sense of what beats what is skewed. In some cases, like Heavy, it’s overpowering, and in other cases, like Shiny, we have no idea. So, back to the drawing board.

vsHardPointyHeavyChalkyShiny
HardTieHardHeavyHardShiny
PointyHardTieHeavyPointyPointy
HeavyHeavyHeavyTieChalkyShiny
ChalkyHardPointyChalkyTieChalky
ShinyShinyPointyShinyChalkyTie

So, in this case, the common sense factor had to take a bit of a back seat. You can make some logical wiggle to get around some things, but in any case, we have a matrix, where each item has 2 win conditions, 2 lose conditions, and a tie condition

The tie could be a problem if you want a definitive winner. We’ll come back to that later.

< Back to Part 1

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