Knob
One-change iteration
You might say: change one thing at a time
Change one important rule or value before the next comparison so the result can be attributed.
- What it does
- Preserves causal learning during tuning.
- Ask
- Which single change will teach us the most?
- Typical
- one rule, one value or one interaction at a time
Sources
- Ian Schreiber, Game Design Concepts, Level 16: Game Balance
Make one change at a time. We’ve said this before, but it bears repeating.
- Tracy Fullerton, Playcentric Design (ACM interactions, 2008), Playcentric Design, pp. 42–47: integrate feedback and test again
Called ‘playcentric’ design, it involves setting interesting player-experience goals, building a rough paper or digital prototype that attempts to achieve those goals, testing the prototype with players, evaluating the results and integrating feedback, and then doing it again.
- Ian Schreiber, Game Design Concepts, Level 16: Game Balance, Make one change at a time; playtest again
Make one change at a time. We’ve said this before, but it bears repeating.
- Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, Homeplay: change one rule; predict, play again and compare
add, remove, or change one rule in order to remove the effect of the positive feedback loop
- Ian Schreiber, Game Design Concepts, Level 16: Game Balance, More Game Balance Techniques; Homeplay: make one change and playtest again
Make one change at a time. We’ve said this before, but it bears repeating.
Use it on your project
teardown-apply: hold "One-change iteration" (change-one-rule) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal