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Game Design is the process of deciding the rules and mechanics of a game, and solving balancing problems to achieve the intended play experience. For questions about design of software code, use the Software Engineering or Algorithm tags instead. Likewise, questions about visual design should use Art or Graphics tags.
6
votes
If I design a game that has both guns and melee weapons, how do I make them equally viable?
TL;DR
Note: You can read "Mechanical Balance" only, if you only care for a traditional answer.
Carpal Tunnel Syndrome is a thing. Avoid repetitive smashing buttons.
Improving accesibility will he …
3
votes
How should the player unlock things?
Do you have evidence of choice paralysis? Did you run play tests this?
Let us assume you did test it, and found this result...
I will not suggest to hide characters. That can also lead to some othe …
5
votes
Accepted
Unusual leveling up mechanism?
Leveling as a progression systems
Although leveling is almost a synonym of RPG, in that I say RPG and you imagine levels – and this has its roots in table top, pen and paper, RPGs and war games – as …
6
votes
Accepted
Is there a concept of "pasted on theme" in video games?
If we are talking about theme, it isn't much of an issue per se. Let us say, it is a risk. Will come back to that.
It is a good idea to prototype. And prototype until it is fun. Without final art. In …
0
votes
How to prevent grinding?
The simplest solution is to remove the saving account option. The direct path to simplicity is to remove things. Now, I believe you don't want that solution. Thus, you will have to accept some level o …
1
vote
Accepted
What to watch out for when creating a autobiographical game?
Disclaimer
Imo, this is marginally about copyright, and tangentially about games. Instead, what you need is legal advice. So disclaimer ahead:
I'm not a lawyer; this answer is not legal advice. Furt …
17
votes
Accepted
Driver AI in racing game
We can say that at some level the game is following a pre-computed path. Since the tracks of the racing game are (usually) a pre-computed path anyway.
Even if we are talking about generating the trac …
37
votes
How much "real life" immersion is good?
Believability instead of realism
I would argue that realism is not bad per-se. However, realism should not be your objective, and it is not good excuse - by itself - for introducing game mechanics. …
4
votes
How could I give a lifespan to my MMO characters?
What to keep between incarnations
Keeping in mind that the person playing is the same, and we cannot make the real person playing forget how to beat the game... there is little motivation to erase …
4
votes
Why do games have consumables?
Consumables can be used as a push-your-luck or risk-reward mechanic. Does the player want to use them now? Or is it better to wait until later? in Foxwarrior example the player gets the consumables at …
1
vote
Is a Stamina Bar (ala Dark Souls) a good idea for a casual player target group?
I have a game which is open-world-ish and you can walk around and fight enemies and fight bosses too. But the game seems "too easy" now. You can basically just spam your attack button and every ene …
6
votes
Accepted
Realistically, how long would it take for 1 person to create a 2D isometric RPG?
WARNING: this answer can be depressing. It can be depressing in two fronts: A) Our tools and data on software (size and time) estimation are not that good, and B) It probably will take longer than you …
2
votes
How can I make a more engaging research/progression system?
I don't have novel ideas for you. I'll suggest some ideas lifted from other games, combined and adapted.
You could have the player discover recipes/blueprints via experimentation. You would have mach …
2
votes
How can I discourage players from attacking everything they encounter?
An example that fits the bill are Minecraft Piglins. They are humanoid, but clearly not human. Don't have verbal communication (only gestures and grunts). You can trade with them. They are not hostile …
8
votes
Making random spawn points fair?
Understanding the requirements
All players have a limited number of adjacent foes.
First off, we are talking about the spawn points of the players, not the current position of the players …