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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.

0 votes

1% idea, 99% execution?

Idea is more than 99% of the game, and execution is the rest. Ideas don't give you errors, ideas don't leak memory, ideas have no security issues. They are imponderables: a player won't say he doesn' …
Markus von Broady's user avatar
6 votes
Accepted

Player rewards in games where you normally have nothing to purchase

There was a poker game - Governor of Poker - where you were making money to buy out whole Texas (I may exaggerate here), that was a funny idea, because it was giving you an objective. Another thing t …
Markus von Broady's user avatar
36 votes
Accepted

Is it worth planning before jumping into the code?

You said two smart things in your question: "code instead of thinking" - there's a whole philosophy describing this: http://gettingreal.37signals.com/toc.php "proofs of concept to check if it can b …
Markus von Broady's user avatar
3 votes

When dealing with a static game board, what are some methods to make it more interesting?

The strength of Chess is it's simplicity. Sometimes a game is better when you keep it simple. Recently I played Neptune's Pride - I love how simple it is and yet how much you need to think about it so …
Markus von Broady's user avatar
1 vote

MMORPG game balancing

I always wonder, why don't mmorpg creators make a self-balancing system, where a skill/item gets it's strength from it's rarity. That is, every day a skill is more popular than an average, it gets wea …
Markus von Broady's user avatar
18 votes

Does an inventory limit in an MMORPG make sense?

Limiting inventory can make sense. Doesn't make sense: limiting just for sake of limiting; there's no purpose, and hence, no sense. limiting to limit, again only for sake of limiting, without any c …
Markus von Broady's user avatar
7 votes

MMORPG design for time-limited players

Let's analyze the problem. Here is a funny definition of a Casual Gamer. If we consider it true, then there's simply no solution to your problem. That's why I'll define a casual player as: A player w …
Markus von Broady's user avatar
1 vote
Accepted

Developing an ELO like point system for a multiplayer gaming site

I would divide the ranking into 3 levels: Bottom level is where players are rated. Use ELO or a similar system, where a strong player is penalized much more for loosing with a weak opponent, than he …
Markus von Broady's user avatar
2 votes

Story and news-feed ideas for social network games

Not being able to substitute words like in English is not a real problem, because while in English you have this problem less often, it is still there: "There was a man named %name%. He liked kids... …
Markus von Broady's user avatar
4 votes

Comprehension question to MVC Pattern in Game Programming

MVC doesn't mean you have to separate state, behavior and appearance everywhere. Sometimes you may and should put everything together. One uses MVC approach where multiple objects/entities/components …
Markus von Broady's user avatar
11 votes

Turn based battle and formula

You can either copy an existing battle system, or create a new one. Copy. This is obvious, use Google to find information about some RPG mechanics (e.g. AD&D or Fallout) or play your favorite game a …
Markus von Broady's user avatar