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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.

20 votes
Accepted

How do you decide on the size of a tech tree?

What you must worry about is the number of choices in the tech tree. In terms of a 4X game, lets say the depth of the tech tree is what affects how long a single play-through takes, while the width o …
  • 9,947
4 votes

Why do some videogame sequels become bigger?

From the point of view of the investor, when someone invests in a sequel, there is usually a larger budget and an existing fanbase. Cutting out features that were there in the first version will enrag …
  • 9,947
4 votes

What is the design rationale behind melee retaliations in turn-based games?

You add additional depth by mixing 2 existing systems. System 1: Combat can be initiated from either side, winner is determined by stats and luck. System 2: Only the one initiating combat deals dama …
  • 9,947
3 votes

How much "real life" immersion is good?

In game design, Realism is a tool, not a goal. Realism serves multiple purposes: Intuitive design. E.g. No need to explain that: drink more -> more going to the toilet Humor. Reality sets expectati …
  • 9,947
0 votes
Accepted

Tips on thinking of a good game mechanic?

You copy other ideas. Then by copying and mixing different other ideas, you'll find that they don't work very well together unless you make some adjustments . You do the adjustments (possibly by copyi …
  • 9,947
2 votes

How does a car earn nitrous in racing game?

Boost mechanics in games have no basis in real life. You give out boost to: Help players further in the back to catch up faster, by giving them more boost. Encourage aggressive play (ramming, jumpi …
  • 9,947
1 vote

Checkpoints in a racing game?

I'd say option 1 is actually far better for beginners. With option 2, if you're supposed to finish in 2 minutes and you finish in 3:00 instead, you may not know where you did wrong. With individual …
  • 9,947
3 votes

How to create an RTS gameplay experience where all phases of a match are equally engaging wi...

Regarding an RTS that comes remotely close to this, I recommend experimenting with StarCraft II, archon mode: 2 players control a single side. If you got a couple friends to experiment with, you can …
  • 9,947
6 votes

Level playing field: Punish the better player or enhance the worse player?

If the question is only about bonus or malus, bonus is the way to go, as outlined by FFN in a comment: Since your system is hidden from the player, this probably won't be relevant, but it is a con …
  • 9,947
3 votes
Accepted

How to decide between strafing, turning etc for lateral character movement?

It depends primarily on what the player is supposed to do. In games where a gun is facing in the walking direction and the main thing the player is supposed to do is to shoot things by accurately ai …
  • 9,947
0 votes

How might I eliminate asymmetrical gameplay caused by turn order?

There are 3 approaches I know of that work well: One turn per player. All players play during the same turn. Use game design to avoid contradicting moves. Use a realtime approach. First to click get …
  • 9,947
3 votes

How to create a user-friendly magic spell system?

The default solution (most used, most widespread, most known to players) is a spell slot system. You have a series of visible slots on the UI (between 2 and 10), which are assigned to default keys. …
  • 9,947
12 votes
Accepted

Adapting pen & paper RPG rule system for use in a video game

Generally, when you start without experience you should go with the existing solution instead of inventing something new. However, your situation is different. Neither FATE nor GURPS are frameworks t …
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1 vote
Accepted

Game Design - Challenging a player in an RPG-like game without removing easy cards

The core of the problem is that the monster cards are an additive difficulty O(n) or even less (O(1)?), while it seems the player's abilities increase faster, something like O(n^2), O(e^n), or O(n^log …
  • 9,947
10 votes

Is there any term for reverse gamification?

I'm not entirely sure if I understand your question correctly. I think you're asking about games that draw inspiration from real live situations/mechanics/physics, without the explicit purpose of tea …
  • 9,947

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