![]() As a reminder, this course is going at a brisk pace, and I recognize that many participants may not have the time to devote to this one hundred percent. So here we are, with a work-in-progress that has survived multiple rounds of playtesting, and it is time to take it to the next level.Īt this point, I realize from the comments and some forum posts that many of you are falling behind. Balancing a game that is simply not meeting its design goals is a waste of time, and when you change the core mechanics you’ll just have to balance the game again. Why are we only covering this now and not earlier (like, say, at the start of the Design Project)? As mentioned earlier, balancing the game is something that is best left until after you have a good set of core mechanics. Like the word “fun,” there are different kinds of balance, and understanding what game balance is and why it’s important is what we cover today. This word is important, but I fear it is often overused. When veteran gamers or game designers are playing a game, if they are doing too well or too poorly, they will often comment on the game’s balance.
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