{"id":243,"date":"2021-03-05T03:34:05","date_gmt":"2021-03-04T16:34:05","guid":{"rendered":"https:\/\/studios.nomoss.co\/blog\/?p=243"},"modified":"2023-07-03T16:43:22","modified_gmt":"2023-07-03T05:43:22","slug":"ideation-and-nurturing-a-mechanic","status":"publish","type":"post","link":"https:\/\/noblesteedgames.com\/blog\/ideation-and-nurturing-a-mechanic\/","title":{"rendered":"Ideation, and Nurturing a Mechanic"},"content":{"rendered":"\n<p>Game design is an interesting space to be in. Many articles have been written about not <a href=\"https:\/\/medium.com\/the-ascent\/the-secret-to-getting-creative-when-you-dont-feel-inspired-e1d9e0624070\">waiting for inspiration<\/a>, and instead opting for active ideation, but I still struggle with that from time to time. So, here&#8217;s something that I find often helps me unlock creativity when I want to kick off a project, but don&#8217;t quite have a flash of inspiration to start from. Nurture a mechanic.<\/p>\n\n\n\n<p>Fair warning, this is probably a very programmer-centric mindset, but I&#8217;ve found it works for me. First, take a mechanic that you&#8217;ve really loved. This could be from another game, or even one of your own. Then, take a long hard look at that mechanic, and ask: &#8220;What game can I build around this?&#8221;<\/p>\n\n\n\n<figure class=\"wp-block-image\"><img decoding=\"async\" src=\"https:\/\/play-lh.googleusercontent.com\/Awt6fvDIVU2rBXPBne0gk_p9ARDPzuCMkaYpBftyfSUWG4usO6TTAB5Vu4UcN31CTnY=w1920-h969-rw\" alt=\"Screenshot of Clone Run on android.\"\/><figcaption class=\"wp-element-caption\">Clone Run, which we shall be talking about<\/figcaption><\/figure>\n\n\n\n<h4 class=\"wp-block-heading\">Clone Run<\/h4>\n\n\n\n<p>Last year, I had this moment. I was trying to create some more simple, quick arcade games, to explore that space a little bit. But, I didn&#8217;t have any great ideas for hypercasual games. So, my ideation mind went back to mechanics. What mechanics have we tried that felt really compelling, and still have potential to shine.<\/p>\n\n\n\n<p>We went back to one of our earlier games, <a href=\"https:\/\/www.nintendo.com\/games\/detail\/duped-switch\/\">Duped<\/a>. This was a <a href=\"https:\/\/studios.nomoss.co\/project.php?p=duped\">puzzle platformer<\/a>, where the core mechanic was cloning yourself, and manipulating those clones to solve puzzle levels. It&#8217;s a pretty fun game, and the mechanic worked well there, but perhaps it still had some life left to give.<\/p>\n\n\n\n<h4 class=\"wp-block-heading\">Where did it go?<\/h4>\n\n\n\n<p>So, I spent a day taking that mechanic, and adapting it for a simple hypercasual game instead. The result of that ideation was <a href=\"https:\/\/play.google.com\/store\/apps\/details?id=com.NoMossStudios.CloneRun&amp;hl=en_AU&amp;gl=US\">Clone Run<\/a>. After a few days, it was released across app stores. The game was quite fun, but we didn&#8217;t have the time to continue to invest into it, so it was put back on the shelf for now. Perhaps we will revisit it one day.<\/p>\n\n\n\n<p>The moral of the story, however, is to try nurturing a mechanic. If you&#8217;re struggling with ideation for what you should create next, why not try it out. Regardless of whether the game ends up a success or not, it&#8217;s an interesting and different way to think about creation.<\/p>\n\n\n\n<p>We hope you enjoyed reading this! Have a question or want to chat more about game development?&nbsp;<a href=\"mailto:hello@noblesteed.games\" data-type=\"mailto\" data-id=\"mailto:hello@noblesteed.games\"><strong>Reach out to us!<\/strong><\/a><\/p>\n\n\n\n<p>Other places you can find us:<\/p>\n\n\n\n<ul>\n<li>Our other&nbsp;<a href=\"https:\/\/noblesteedgames.com\/blog\/category\/gamedev-resources\/\">game development resources<\/a><\/li>\n\n\n\n<li>Join our<a href=\"https:\/\/discord.com\/invite\/Ka8suskKcs\">&nbsp;Discord serve<\/a>r<\/li>\n<\/ul>\n","protected":false},"excerpt":{"rendered":"<p>An article on ideating and nurturing the mechanics for Duped, an indie game about cloning, identity and isolation.<\/p>\n","protected":false},"author":1,"featured_media":652,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"neve_meta_sidebar":"","neve_meta_container":"","neve_meta_enable_content_width":"","neve_meta_content_width":0,"neve_meta_title_alignment":"","neve_meta_author_avatar":"","neve_post_elements_order":"","neve_meta_disable_header":"","neve_meta_disable_footer":"","neve_meta_disable_title":"","footnotes":""},"categories":[40],"tags":[33,20,31,6],"ppma_author":[65],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v23.1 - https:\/\/yoast.com\/wordpress\/plugins\/seo\/ -->\n<title>Ideation, and Nurturing a Mechanic | Dev Blog<\/title>\n<meta name=\"description\" content=\"An article on ideating and nurturing the mechanics for Duped, an indie game about cloning, identity and isolation.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" 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