Only by finding and focusing on a core mechanism can you further your pursuit of elegance in strategy game design.
Clockwork Game Design is the most functional and directly applicable theory for game design. It details the clockwork game design pattern, which focuses on building around fundamental functionality. You can then use this understanding to prescribe a system for building and refining your rulesets. A game can achieve clarity of purpose by starting with a strong core, then removing elements that conflict with that core while adding elements that support it.
Yes, I agree about exchanging the word ”game” to another word like ”strategy game” or even ”clockwork game”, as the title. I also think that this is one of the reasons that he got a lot of ”discussion” one hes video series.
The book is very compact which I appreciate, the book structure kind of follows the same philosophy as the game design in the book: remove everything that doesn't support the core. So the main concept is pretty compact. But theres also a lot of discussion parts, and I think these suffer from the short formate, and just come off as provoking. My biggest issue with the book is that it is presented as a text book (”this is how you build a proper game”) but it is also littered with radical (or at least alternative) assumptions which is very distracting.
I agree that as a game designer its worth to question basic assumption in games, also (or maybe especially) in successful games. I'm also skeptic about the combat system in jrpgs, and some games work/ labor/ grinding, or the execution barrier in fighting or rts games. I like to think up alternative versions of the games, what they would have instead, but I would not go so far as to say that it should be avoided as much as possible, objectively[1]. I would say that theres pros and cons for all the design aspects the author mentions, but he only mentions the cons which is provoking. But the list is interesting (p.107-124) (work, execution, memorization, output randomness, unlockable content, visual content, mass content as complexity, novelty, genre, toy, story/ moral choice. How all of these design aspects are kind of pseudo challenging, they look challenging but are suppose to not be when you look closer) although the conclusions are of limited value.
I actually like the end section a lot. He list some of the game projects where he tried to make some design decisions, and discuss why it didn't work out based on the design aspects previously listed. I would have like if that part was extended, a lot, and presented before the general solutions.
The ”clockwork game design” is mostly standard stuff, only that it might be a little more extreme in that there should be as little as possible other then the core mechanic. I think one of the most useful part of the framework is the mechanism hierarchy chart on p.92. What it basically says it that in the middle you put the core mechanics and make connections to the other mechanics which are drawn around. If theres a lot of connections its probably a elegant systems. If theres a lot of mechanisms that don't connects with each other, they might be redundant and could be removed.
I'm not sure if the extra focus on core mechanics are useful, because I don't see how other more complex games fit in. One example are feedback loops. Or are complex games just made with ”brute force” (p.47)?
Over all I like that the books is trying to make design heuristics for a subset of games; strategy games, instead of the standard: it works for all kind of games. I just don't agree with all of them. I think one interesting approach could be to not take the list as a “should be avoided”, but instead as a challenge “Can you make a game without relying on these mechanics to generate interest?” and if that game would work decent you would probably be onto something interesting.
[1] on page 17 theres some arguments about ”objective true” and it doesn't work out. The example goes that if you would change the win condition of chess to be “Capturing any of the opponents pieces results in a win.” the game would lose something, and that most people would agree on that, almost like a broken clock, objectively. The author uses a argument from one meta ethic perspective: value is what a lot of people think is valuable, to justify a different perspective: there exists objective value independent of individual taste.