It’s time for my top three games of 2016. We’re starting off with a sequel to one of my favorite titles in recent years and proof that the developer didn’t get lucky with their first run.
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.
Today’s post is about an unusual topic: Luck. Luck may be an intangible resource, but it has become a major component of any game built around risk: From rogue-likes to strategy games and anything with abstracted systems. Luck can be a cruel mistress; a fact that anyone who missed a 95% shot in XCOM can relate to, but its use in game design presents an interesting debate around the player’s lack of control.
This week, I was joined by Alex who is a friend of mine to discuss strategy games and the implementation of Meta-Game Design and tactical gameplay.