Let me explain.
3 ways to design a game means “First” thing game designer focuses on when creating a setup.
Flavor:
- Probably easiest one to notice.
- Designer tries to create setup where roles are fitting the flavor.
- This allows players to flavor solve or at least confirm or deny possibility of people bein certain roles purely due to flavor analysis.
- Due to limiting factor of flavor when creating roles, if game also has some new mechanics, they will most likely end up being unpolished… due to problems with flavor putting restrictions on role which can interact with them.
Example:
Both JoJos.
Roles were guessable or at least confirmable due to pure analysis of people’s stands.
However mechanics in this games were… unpolished and not really used as much as they possibly could, purely due to lack of possible flavors to interact with them.
Outcome:
Game which is very enjoyable for people knowing the flavor.
For rest… it will just look like standard game.
Mechanics:
- Games which are built around new, weird mechanics.
- Make it possible to setup solve, while forcing players to play in somehow unusual way.
- Most mechanics make games more swingy, meaning it’s harder to balance around them.
Example:
Quantum mafia (Duh). Or… actually any FoL.
In FoL example we have conversions, which force certain roles to be able to counter and detect them etc.
And as we all know, ToL is swingy as hell… and flavor was kinda patched up on it after role creation.
(Cause why is princess investigative flavor-wise?)
Outcome:
Good for players with mechanical analysis skills.
Annoying for people who just want to focus on simple scumreading.