Measure
Interaction observation
You might say: the measured outcome
Record the outcome of an interaction across representative states, opponents, frequencies and timings; a single stat or duel can mislead.
- What it does
- Shows whether a formula creates useful choices in context.
- Ask
- Which comparison would change our mind about this interaction?
Sources
- Ian Schreiber, Game Design Concepts, Level 16: Game Balance
Playtesting alone is not automatic proof that a particular strategy is unbalanced, but it should give you strong signals that certain aspects of the game need closer inspection.
- Ian Schreiber, Game Design Concepts, Level 16: Game Balance, playtesting, measurement and one-change guidance
Playtesting alone is not automatic proof that a particular strategy is unbalanced, but it should give you strong signals that certain aspects of the game need closer inspection.
- Ian Schreiber, Level 6: Situational Balance, Situational Balance; Playtesting: The Ultimate Solution?
If you’re only fighting a single enemy, one-on-one, it isn’t any more valuable. If you’re fighting fifty enemies all clustered together in a swarming mass, it’s 50x more valuable.
- Ian Schreiber, Game Design Concepts, Level 16: Game Balance, Balance between Strategies; Balance Between Game Objects; Three General Game Balance Techniques
Playtesting alone is not automatic proof that a particular strategy is unbalanced, but it should give you strong signals that certain aspects of the game need closer inspection.
- Tynan Sylvester, The Simulation Dream, Story-Richness: percentage of interactions that are interesting; Eclipse Colony design case study
the mental model in the player’s mind, which the player constructs while playing the game.
Use it on your project
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