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Article #665Re: Desinging a mecha game
From: Tim Dunn
Date: Mon, 16 Nov 1992 16:22
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 Lines: 30 NNTP-Posting-Host: hairball.ecst.csuchico.edu