Process

Pressure and countermeasure

You might say: the brake response

A pressure raises a cost, threat or scarcity signal; a countermeasure supplies negative feedback that reduces its effect or changes the available choice.

What it does
Converts imbalance into a new decision instead of an automatic win.
Ask
What response can the player recognise and choose?

What to look for

  1. Cost, threat or scarcity rising
  2. A countermeasure reducing its effect
  3. An available choice changing under pressure

Sources

  1. Michael Sellers, Advanced Game Design: A Systems Approach, ch. 7, p. 249Combat can also be considered an ecology: two or more sides (player character versus monster, for example) attempt to “balance” each other by their actions—a nice way of saying that they each try to kill the other.
  2. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 6, pp. 113–117: negative feedback as counter-pressureThe losing, rather than the leading, team can field an extra player for every N points of difference.
  3. Ian Schreiber, Game Design Concepts, Level 16: Game Balance, balance types, dominant strategies and counterbalancing techniquesGive the disadvantaged players some extra resources.
  4. Ernest Adams and Joris Dormans, Game Mechanics: Advanced Game Design, ch. 4, pp. 66–70You have to balance your long-term goals with short-term requirements such as the protection of your base.
  5. Ian Schreiber, Game Design Concepts, Level 5: Mechanics and Dynamics, Feedback Loops; Use of Feedback Loops: opposing loops counteract pressureas the player gets ahead of the pack, the opponents start cheating

Use it on your project

teardown-apply: hold "Pressure and countermeasure" (pressure-countermeasure) from the teardown at https://teardownatlas.com/game-design/ against my project

Paste it into a coding agent that has the teardown skills.

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