Roger's Gaming Cabin

A game is a problem-solving activity, approached with a playful attitude.

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GMTK Balancing Advices from Various Devs

About design problem solving and balancing the game mechanics, some real handy tips from great devs can be found in GMTK recent videos:

  1. Indetify the core of the problem instead of reckless fixes.
  2. Fast iterate between possible solutions and compare for the best.
  3. De-construct and list all the possible alternitive parameters, determine which of them cannot be adjusted otherwise the mechanism/characteristc will break, and which of them can be tuned. However, the root cause might actually be the ones you think cannot change, at such time, kill your darling!
  4. Make big changes. Double it or cut it half will give you more intuitive feeling about if that change is leading the design to the right fix.
  5. Reverse between punish or reward. If a punishing mechanism didn’t work so well, try make it into a rewarding way with flipped logic.
  6. Solve it elsewhere. If something is too tricky to solve in a system, try solve it in another system. See examples of UI design and pace fixing of TLOU 1.
  7. Study player behaviour. Compare in detail how different types of players play the game and find the difference, use it to adjust the design.
  8. Consider the big picture. Any adjustment to the game might bring unexpected effect to entwisted systems in game, test the change before go live.
  9. Mind the resource needed. Balancing adjustment should be made in simplest way and with fewest resources, otherwise the schedule will break.
  10. Test! Test! Test! Don’t tell the play-tester how you fix the problem, just see the natural outcome of the fix to confirm if it’s right.
  11. Learn from Nintendo (Daddy).