For this piece, we looked at the tricky position RNG holds when it comes to success and failure in games.

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Today’s Critical Thought looks at the options designers have to downplay or mitigate luck in their game design. Probability is an often polarizing topic, and you have several options to help the player tile the odds in their favor. Be sure to watch our talk with Brian Cronin for more discussions on luck and probability:  https://www.youtube.com/watch?v=AZlYh7gVofQ

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Hearthstone

Hearthstone has been one of those mysteries for me over the last few years. On four separate occasions I’ve tried to play it, and each time I’ve walked away frustrated. Despite being one of the surprise hits from Blizzard, I just cannot play it. Trying other F2P CCGs, it occurred to me why I’m feeling like this, and the problems I have with Hearthstone’s game design and competitive model.

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Xcom 2 (6)

Recently, I spoke with Mark Venturelli who designed the game Star Vikings. We’re going to dedicate a cast to the game soon, but there was a really good topic we talked about that I wanted to bring up. Probability is a major part of many game designs throughout the years, but comes with its own set of hurdles to deal with. For today’s post, I want to explore the trouble of balancing probability in your game.

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