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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Today’s Critical thought goes back to the topic of balance and what it means when you’re dealing with unique situations. What happens when something is too good, but weakening it will change it completely? How do you balance elements that are good because there is nothing else like it, and what does that mean for the rest of your game?

Correction: I said that the card Ciri could give you double or triple card advantage, I meant either two or three more cards.

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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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