Potion Mechanics

 Potion mechanics in games and exploring the different systems that are used.

Effects match

In a game like the Elder Scrolls series you have it where the effects must match. Said system is limited in depth and complexity but keeps the system straight forward.

Brewing stand

Minecraft has a brewing stand system for the player to perform. The brewing of ingredients being explored on what to do and what does what with the player needing to find out how things work themselves, often just being cryptic but being closer to actual science with trail and error method.

However it lacks depth and complexity but works for what kind of game it's made for.

Potion Brewing game #1 I forgot the name of

In this said game it was about brewing the given items together on a map, being given a lot of depth and a simple system for the path of the ingredients move and a false gravity/ crushing system that's meant to make the game feel as if you're doing this yourself.

The results being lackluster in complexity where a bit more could've given it something else to work with because the gameplay ends up being a puddle, a game that has no complexity ends up being a game that's too simple to figure out and too simple of a puzzle.

The said game having to use a haggling system to cut away from the mundane gameplay aspect.

Potion Brewing game #2 I forgot the name of - Potion shop game

In this said game you're given a system of making potions better or worse for the use of making better ingredients, a visual novel romance system for flirting to get a way of getting better deals with customers (don't ask), adding or using less ingredients along with it being a timed system for what you're supposed to be doing with the time management being put at play here.

Oh and a haggling system to cut away from the lack of complexity.

To note; games that have an overly simple system needing another additional system to balance it out, however in this case still finding a way to tie said system back into the normal gameplay aspects. It does make me wonder how x or y element could affect the overall gameplay when having these more tied together systems.

Potion Brewing game #3 I forgot the name of - you can't make a potion until the game lets you

A simple "hey this square goes in this square" game and you're limited by the number of potions you can make/ types on the basis of... because you're told no by the game. To inspect the issue so I guess it's also a doctor game??? You're an alchemist in a town that hates alchemist!

The game is too simple, lacks depth and even it's side system lacks depth.

Cooking Mama

HOLD THE PHONE, COOKING MAMA? Ok it's not a potion system but it's a cooking system still.

The game has a number of different puzzles, games of precise gameplay, timing, etc. It's gameplay system is divided into many different styles of games that you're able to do for the given gaming aspect of it. 

Does the systems lack depth? Some elements of it, does the game lack complexity? Yes.

Issues with potion games

Often times potions have no use outside of being given to someone with a youtuber putting it, "no means to an end" unless you're only having an objective of being a shop keeper that you're not going to draw a lot of players towards it. This seems to suggest a varied gameplay loop is to capture more people but having a core system in the middle.

If that core system is alchemy, then you need the side gameplay loop elements feed into that main gameplay loop system.

Conclusion?

Potion systems or cooking systems in general need other gameplay systems to balance out the said game, they work as side systems or support systems instead of a main game system.

Comments

Popular posts from this blog

Psychological manipulation #2 Big numbers

Power Creep

Deck Size matters