Hans' Blog

Game Design - Creation, Maintenance, Destruction

January 21, 2019

Someone told me that game mechanics can be in general categorized into 3 types of action in life: creation, maintenance, and destruction. Most modern games revolves around destruction as it is relatively easier to create. Minecraft is a game that encompasses all 3 actions, making it wholesome.

Interestingly, I noticed that in many games, creation takes the most resources (be it time or some sort of currency), whereas destruction is much faster, if not instantenous. Take Age of Empire, for example. Creating your soldiers takes time to collect resources and the resources themselves. A battle ends much quicker. Another example: Overcooked. It takes time to cook!

Of course, this is very much similar to real life: creation takes time, but destruction is quick. This is true for many aspects of life, such as property, wealth, health, relationship, career, and so on. It begs the question, then, that given the freedom to decide the world in a game, what would happen if we reverse the resources needed for creation and destruction? How would a game look like where creation is an instant but destruction is slow and requires lots of time and/or resources? What would be the win scenario of such game as most games involving both normally need total destruction of the enemy to win? I can't imagine such a game yet but a game where the logic is counter-intuitive sounds interesting nonetheless baffling.