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Exploring Multiplayer Game Design

Feature Design Example – Jump Mechanic

Preamble I think it is very important as a designer to understanding the mechanisms behind the features you implement in a game, in this example we will cover a jump mechanic. In some studios, this work will be done by the engineer, who often makes a number of important design decisions during implementations. Or alternatively, if you are working in a game engine that handles most of the math for you, it is easy to g
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Balancing Multiplayer Games – Opportunity, Power and Relativity

Overview This article covers three balance design concepts. The application of these concepts is geared towards improving a game’s decision quality and variety. Balance and Fun Balance is an important part of the design effort as it ensures a number of compelling options are always made available to the player. Ideally, the player is always put in a position where they must weigh the consequences of their actio
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Symmetric vs. Asymmetric Design Techniques

Overview I want to go over some of my thoughts on symmetric and asymmetric design. I have come to conceptualize these two terms very differently than their traditional use would otherwise prescribe. Symmetric design seeks to create a system of consistency and relativity within a game. It is sometimes viewed a bit more narrowly, understood as simply applying mimicry within a game’s design. For example, it might
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The Significance of Design Intent on Process

Overview I wanted to write this article largely because this has been something I have been more mindful of recently, its has really changed how I approach design. I am not sure whether this will be clearly transferable to all designers, whether this is dependent on some level of experience for example. I recently subscribed to a new youtube channel, Game Whispering, by Alexandre Mandryka, which really started to mak
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Balancing Multiplayer Games – Identifying Bad Gameplay

Overview The method discussed in Balancing Multiplayer Games – Intuition, Iteration and Numbers provides a framework that allow you as a designer to create a structure to measure and compare units relative to one another. This represents the first step towards achieving balance, as it creates a very clean baseline which allows you to measure and track a units performance relative to other units. This method has
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The Value of Challenge in Games

Challenge in Games Challenge stimulates our mind resulting in discovering, learning, and the development of schemas. Whether it be learning to better aim, learning to make smarter decisions, or learning to stay calm and collected when under pressure, we seek out these type of experiences as a form of mental stimulation. I believe there are a number of instinctual process that drive this desire. Our minds seek knowled
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Balancing Multiplayer Games – Intuition, Iteration and Numbers

Overview As games become far more complex, so does the task of balance. This article explores a number of methods used to obtain balance within complex games, concluding by offering some techniques to aid in the process. The Process of Balance During my time at Relic Entertainment, we have tested out a number of methods in our attempt to establish balance within our games. The first method is what I believe to be a v
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