Payday2(1)

A major element to giving games longevity has always been player customization. The more ways that players can not only stand out but play a game differently goes a long way towards keeping them invested. For multiplayer-based titles, this is critical in terms of avoiding a solidified meta. The challenge is that the more you give the player, the less control you have as a designer, and that can lead to some interesting decisions on design.

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esports

Video game balance is a multi-layered topic that varies depending on the genre and design. From spells in a RPG to cards in a CCG, we could have posts dedicated to all of them. However, every game ever made in terms of balance boils down to three variables for the designer to think about.

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For today’s Critical Thought, we’re talking the ever debatable topic of buffs and nerfs in game design. When it comes to balancing a game, you need to understand when something is a problem, and just how much you should change it.

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XCOM

I recently tried to get into Skyshine’s Bedlam following its 2.0 update. The game came out of the gate with numerous problems about difficulty and imbalanced game design which the developers attempted to fix. After trying to get into the game, I found a major problem with the game’s combat system that has become a big point for any strategy-based title. Today’s post is about overbalancing design and when the AI gets too much of an advantage.

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