Enter Your Reply The Comment You're Replying To 🕸Fergus Duniho wrote on Mon, Mar 22, 2004 03:17 AM UTC:First let me mention that Pritchard's Encyclopedia of Chess Variants includes an article on this subject, written not by Pritchard, but by Tom Braunlich. It's under the entry 'Designing a Variant'. In this short article, Braunlich describes two criteria: elegance and balance. These are two criteria I had an instinct for as early as Cavalier Chess, though I hadn't formalized my thought on the subject. 'An elegant game', he says, 'combines minimum rules with maximum strategy.' To give one example from my own games, Metamorphin' Fusion Chess combines the rules of two other games, Metamorph Chess and Fusion Chess, and the result transforms the strategy of the game. Unlike its forebears, Metamorphin' Fusion Chess allows you to increase your material through reproduction. Now let me contrast that with another of my games that never got uploaded to the web. Shortly before Jason Whitman introduced a game called Evolution Chess, I had created a game called Evolution Chess. My Evolution Chess was completely different. In my game, each piece had a double set of chromosomes, which is what determined its powers and its gender. Instead of making a regular move, a player could mate a male and a female piece, to procreate a new piece whose DNA was a random mixture of the two with some chance of mutation. I suppose I should release it with an alternate name such as Procreation Chess or Sex Chess. Anyway, as elegant as both games are, I think that Metamorphin' Fusion Chess probably handles procreation in a more elegant way. Procreation simply follows from the rules, whereas procreation is explicitly built into the rules of my unpublished game. In general, it is better when the strategic elements of a game simply flow from its rules instead of being built into them. Braunlich describes balance as being between pieces. He points out that changes in various parameters can upset the balance between a game's pieces, and these 'must be reconstituted in some way to prevent the game from becoming too straightforward.' A game that is too straightforward would be one that has too much clarity and not enough depth. So he is getting at something of the same thing as Mark Thompson writes about. As an example, let me compare Cavalier Chess with an early version of the same game. In Cavalier Chess, most pieces get additional Knight powers, and the Knight itself moves as a Nightrider. In an early version of the game, Pawns were replaced by Knights. This made the game too straightforward, for the Knights quickly captured each other, leaving the other pieces too easily exposed to each other. I fixed this by replacing leaping Chess Knights with the lame Knights used in Chinese Chess. These could be used for blocking, which allowed the powerful pieces behind them to be used more strategically. Edit Form You may not post a new comment, because ItemID Game Design does not match any item.