Game Design Misconception 2: Balance is Parity

Welcome back to my game design misconceptions series. We’re back and gonna be discussing a particularly tricky misconception today: the purpose of game balance. These are all misconceptions I’ve held at one point or another as I grew as a game designer, so hopefully it’ll be informative to all you aspirants out there too!

As to the reasoning behind the header picture? I’ve still got quite a few more misconceptions to post about, so I’m gonna leave that explanation as a teaser for a later post.

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Game Design Misconception 1: Balance is Paramount

Like any discipline,¬†game design has it’s share of misconceptions held by the public or aspirants to the field. Maybe it’s because game design is a relatively new field, or maybe its because¬†players don’t realize the gap between their feedback and the improvements they’re hoping for. But that’s just the process of learning, so this series is going to share some of the misconceptions that I’ve held along my journey as a game designer.

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Welp. Taric’s Overpowered Again

Patch 3.14 in League of Legends stirred up a lot of things with the game (patch notes here). One of my favorite things is that I get the excuse to play one of my favorite champions, Taric the Gem Knight, more often because he has new found efficiency. Taric’s increase in effectiveness comes from both the introduction of more gold for the support role (notably the introduction of the Relic Shield item chain) and from a reworked passive ability. Unfortunately, it would appear that Taric is operating more effectively than intended. Again. Continue reading

The Rise and Fall of the Spy Named a wild PHILOSORAPTOR

Once upon a time, there was a wild PHILOSORAPTOR who wanted to write a blog post. The topic of the post was to be skill in video games and he hoped that by writing something that was witty and accessible that he might help the citizens of teh interwebz better appreciate the effort and discipline that gamers exert learning to play skillfully. Hoping the saying “a picture is worth a thousand words” applied to videos, he began looking for videos that would demonstrate some of the staggering complexity and conditioning that gamers cope with for the sake of playing better.

“Hmm… what would really show how much gamers have to learn to be good at games?

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