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Article #665

Re: Desinging a mecha game

#665
From: Tim Dunn
Date: Mon, 16 Nov 1992 16:22
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meierdalepau@bvc.edu writes:
>I have a question maybe someone here could answer.  What do I 
>need to consider when designing my own mecha game in the way of a rules 
>system, equipment, and other materials (i.e. background history, mecha 
>construction, etc.)?

Mecha games are now rather irreconcibly divided between a few camps:

1) 'Kid' Mecha, where the mecha are the stars of the stories, and the
   pilots are incidental, or at best supporting roles.  Battletech with
   out any pretense of roleplaying comes to mind.
2) 'Standard Anime' Mecha, where the characters are the stars, and the
   mecha exist as their larger-than-life way of settling their conflicts
   with one another or an outside foe.  Most mecha shows that made it 
   to the US translated are like this, though some of the ones geared 
   for younger audiences are the 'Kid' mecha variety.
3) 'Modern Anime' Mecha, where the mecha are merely tools, background
   and backdrop.  The stars have thier own lives, their own plots and
   only incidentally do they involve the mecha, or sometimes not at all.

Once you have decided on your game's focus, and how to balance the 
attention on the mecha vs. the character, then you will know what level
of detail to devote to each aspect (in relative terms).  However, this
will be your foundation decision, and once I know your focus, then I
can answer the question in more detail.


-- 
Any small object that is accidentally dropped will hide under a
larger object.
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Path: arc1-ca.pugleaf.net!sparky!uunet!think.com!ames!sun-barr!olivea!charnel!tdunn
From: tdunn@ecst.csuchico.edu (Tim Dunn)
Newsgroups: rec.games.design
Subject: Re: Desinging a mecha game
Message-ID: <1e8hraINN2rq@charnel.ecst.csuchico.edu>
Date: 16 Nov 92 16:22:02 GMT
References: <1992Nov15.204636.2727@bvc.edu>
Organization: California State University, Chico
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