Strong emotional response is a key factor in player engagement in most cases (sadness/despair is the notable outlier here). A strong anger reaction has a lot of potential for an engaging player experience, as long as we create the experience carefully….
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Balance adjustments in the long term: You have a unit/option/weapon that is too strong/too weak in a way that is negatively affecting the game. What are some of the pros and cons of making a single larger adjustment versus making a serious of small adjustments over multiple updates ?
I think you’re missing something important here. Our overall goal with these balance updates isn’t necessarily to achieve perfectly balanced matchups. It isn’t even to achieve game balance that is «good enough». The real purpose of balance updates is to keep the game interesting to the community so they want to keep playing it. We’re going to make balance changes even if the game is perfectly balanced already, because an unbalanced game that is interesting is infinitely better than a boring game that is balanced.
ALTBecause our goal is player engagement (that is, maintaining interest over time), it behooves us to make periodic large game adjustments so that players have more interesting things to research, experiment with, and discover. We combine these changes with new content (e.g. introducing a new playable character, character class, new kind of build, etc.) that will shake the existing meta up in order to excite and interest players, as well as entice lapsed players to come back and have a look at the new hotness. Whenever we put out a balance update, there’s usually a flurry of testing and theorycrafting to figure out what changed, how much has changed, what the new matchups are, what kind of new play is optimal, and so on.
ALTPlayer churn over time is normal — even for a perfectly balanced game. Life circumstances change, people drift away or lose interest, these are all normal and expected situations. This is also why it’s perfectly fine for some characters/classes/builds to be low tier. I’ve found that a significant percentage of players like playing with underpowered builds, often because they have something to prove, or they just like the play style even if it is underpowered.
ALTWe really only make emergency changes when the meta becomes so unbalanced that it causes the game to lose player engagement — i.e. if the unbalanced gameplay causes players to start quitting the game at a faster rate than normal. In that kind of situation, we try to remove the toxic element and return things to a more stable level of player engagement.
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A friend of mine wants to become a game designer without learning any other disciplines in game dev, he seems very sure this is possible but his confidence comes off as “idea guy” to me. I like thinking about design as well and how it could all fit together cohesively but I’m worried he’s setting himself up for failure by not learning another discipline to go along with it. Am I correct in this thought or am I being an jerk?
It mostly depends on what kind of design career your friend wishes to pursue. Generally speaking, having at least some understanding of other disciplines is very helpful for a designer. If a designer doesn’t understand the technical and asset constrain…
I’ve noticed that when I play open world games I can have wildly different emotional reactions to exploration. Like, a new quest hub opens up and sometimes I go “Oh nice, there’s so much to do” and sometimes I go “oh no, there’s so much to do”. Why does this happen and what design choices make the difference?
In cognitive psychology, there’s this concept called “Cognitive Load”. It refers to the maximum number of things a person can easily remember and recall at once. Beyond that maximum, you start forgetting things and need to be reminded. Your brain is fu…
How do games handle tension through death and respawn?
Generally, dying and resetting in game releases all of the tension that’s been built up to that point in the player. The specific game design determines how we want players to deal with losing. The determining factor of how the game handles it is how q…
What do you think of the “quality/love vs. money/hate” mindset to describe liking or disliking a game, its content, and its approach?
Henry Louis Mencken famously said «There is always a well-known solution to every human problem — neat, plausible, and wrong.» The mindset you mention sets up a false dichotomy — that quality/love is the antithesis of money/hate, and that’s incredibly …
How do you get (or work towards) a promotion as a game designer?
Getting a promotion in the game industry usually requires the designer to take two steps.The first step is to level up one’s skill set to the next level. This means taking on more difficult responsibilities and tasks, the sort that the mid or senior le…
In lieu of the RTS ‘Battle Aces’ getting axed, would you talk about how to ethically but meaningfully monetize RTS games?
All monetization is, at the core, a value proposition. You offer me a thing at a given price, then I decide whether the thing is worth it to me to spend the money to get it. There are things we can do to adjust this perceived value, but there is no coe…
There are people who like to see AAA industry fall with the believe that this will lead to more creative and quality indie games to flourish. Do you agree with this sentiment?
I don’t think that will happen. Indie games aren’t being held back by AAA games right now, they’re held back by the natural size limit of their own audiences and their ability to market themselves to players. The vast majority of players who quit playi…
On the topic of old temporary solutions, how is the hacky solutions explained when a new hire is brought in to work on a game or an entire new guard comes in to keep an older game updated with content or running? Do you get a bunch of instructions like “don’t touch this code from E3 2018, as everything breaks when anything changes it” or is learning old code debt left to trial and error for new blood?
People don’t often question why things are the way they are. We typically accept the explanation of «these things have always been this way» as a valid reason for most things, and that includes the tribal people who didn’t eat certain things out of tra…