Posts with tag "game design"

The Case for Score Systems in Single-Player Strategy Games

Jan 23, 2020

I have argued for a long time that score systems are superior to win/loss systems as endgame feedback mechanisms in single-player strategy games. I believe that there are significant advantages to score systems, and no significant disadvantages, so all single-player strategy games, going forward, should adopt score systems. Read More

Tags: game design

Plan Disruption

Jan 16, 2020

The strategic thinking that happens in strategy games can be thought of as a process of forming plans. The player takes in information, and then forms a plan based on that information and their understanding of the game. When a player’s plan is interrupted, they are forced to adapt, and the process of adapting can also be thought of as forming a new plan. The process of forming plans and then learning which types of plans are better or worse at accomplishing the goal of the game is what makes games fun. Thus, it is important to understand how the structure of a game affects the player’s plans. Read More

Tags: game design

Making Randomness Fair

Nov 10, 2019

Games that make use of randomness often suffer from the problem of luck deciding matches. If the rolls land in your favor, you might get more resources, or your attacks may land more frequently, making the game easier. If the rolls don't land in your favor, you may feel starved for resources, or miss more attacks than you should have. While the law of large numbers tells us that disparities caused by luck decrease as the number of rolls in a match increases, having so many rolls is impractical for many designs. Read More

Tags: game design