I am making a game with the basic RPG elements: levels, xp, items, currency, stats, spells and monsters. The only different thing is that the player doesn't have hitpoints, you can't die. It's a ...
I'm writing a small game at the moment. Presently, I have one or two design elements that aren't locked down yet, and I wanted to ask for input on one of these. For dramatic effect, the player's ...
I find it hard to believe how well balanced the Pokémon games are. Not just within the games, where you'll find amazing balance from the very beginning to the very end, but, surprisingly, even when ...
For example, in a game like Diablo, how did they decide how much damage each skill does? Is it the amount of clicks that the player needs to do? Or maybe the expected lifetime of a player? Maybe ...
This question is not focussed on video games but games in general. I went to a boardgame trade fair yesterday and asked myself if there is a way to calculate the fairness of a game. Sure, some of them ...
What are the different ways to balance an online multiplayer game where user spend different amounts of time online?
Let's consider a game where every player is building his own medieval town. To make this question simple, let's assume that, on this persistent world, some people will play an hour every day (heavy ...
I would like to identify the name of a certain gameplay mechanism. It is fairly commonly seen but probably best illustrated with card games: A game played with a pack of cards usually has card values ...