Core Gameplay

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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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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Defining Game Balance

Overview I’ve spent the last year and a half working as a balance designer on Company of Heroes 2 at Relic Entertainment. My job has focused specifically on balancing the multiplayer experience; including, tuning, iterating, and designing core gameplay features and mechanics. I want to take the opportunity to share some of my experiences as a balance designer, as an exercise of self reflection and in an effort
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Compelling Game Design

Recently, I was asked to give my opinion on what makes a game compelling. There was a good amount of variety in the responses that followed, below are my own thoughts on the subject. Evolution of the Mind This is more from my background in psychology, so bear with me; at a very fundamental level, I believe games need to encourage your mind to think differently, to learn, to grow. They need to stimulate the player. I
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