Games that focus on [the precariousness of historical events] have a ready answer to the issue of replay-value: players should want to replay the game multiple times to appreciate the subtlety of the contingent factors that lead to some historical event. And they can offer genuine engagement with the history. One can come to a deeper appreciation of the details of historical events by experiencing what happens when those events are slightly altered.
[…] randomness isn’t always a thing to be mitigated and guarded against, but a thing to be embraced, a very useful tool in the designer’s kit that creates a space for unique and compelling experiences.
There is a huge difference between having a neat idea for a game or mechanic, and building a working game that’s accessible and fun to play.
Focus on creating games that are unique. It’s very crowded out there in copycat gamer land.
Once it is complex enough, we imagine that there’s a voice inside.