Is asymmetrical horror doomed to feel competitive?
Reddit - Game Design | The Art of Crafting Rulesets
by /u/Wewolo
1d ago
Disclaimer: By no means I think that competitive games are bad, they just tone down gameplay in favor of fairness on both sides, making the game both more skillful but also more same-y Of course when playing in multiplayer against other real people you want to win, and generally the chances should be 50/50 on equal skill level is the common sensus- but that's both hard to achieve in unequal team sizes AND different roles to play.. how do you define winning even? If one of your survivor friends survive? If you specifically survive? Does the killer loose if anyone survived? If a certain amount ..read more
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"Breakthrough Rules" in game design
Reddit - Game Design | The Art of Crafting Rulesets
by /u/keith-burgun
1d ago
Hey yall. I have noticed a few times throughout my career that sometimes, you'll be working on a design, and suddenly a new rule emerges that significantly improves the game. For most of my designs that worked, I can think of one major "breakthrough" rule that really made the game happen. I also can think of at least one failed project of mine that really failed because it failed to find that breakthrough rule. I wrote in depth about the "breakthrough rule" for my upcoming card game, Spellstorm, here. What's your experience with rules like this, does this happen for you as well? submitted by ..read more
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Ways to "shake up" maze game play.
Reddit - Game Design | The Art of Crafting Rulesets
by /u/Fukayro
1d ago
Hey all, I'm working on a horror game that involves making your way through randomly generated maze levels. The goal is simple enough, find the hatch that leads to the next floor. I have an entity that stalks you through the maze. My issue is that I know there should be more, but can't for the life of me think of a way to elevate the experience of maze running that doesnt sound cliche. After a few runs the game feels incredibly repetitive. Some ideas I've had were: Adding keys needed to unlock the hatch or sections of the maze. Coop with proximity chat. Start players in separate locations, o ..read more
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Modern game and RNG elements. Why is this trend so prevalent?
Reddit - Game Design | The Art of Crafting Rulesets
by /u/hot_sauce_in_coffee
1d ago
I've noticed myself enjoying older game more and more over time as many franchise and multiplayer game became more rng based over time and I am not sure why they became that way. Older games, such as FPS, used to have specific weapon on the map (like old halo, old cod, or quake). Sometime you would start with the same weapon. And now if you look at modern shooter with the exception of a few, you'll see rarity drop items (later cod, fortnite, pubg) where the exact same item will deal more damage, making the experience feel more unfair. If you think of strategy game, older game (85k player base ..read more
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Multiplayer rougelikes ?
Reddit - Game Design | The Art of Crafting Rulesets
by /u/alive123
1d ago
Do these exist? Any examples? Seems like maybe an unexplored space.. Imagining something maybe where the interaction between players is asynchronous. Or maybe a single player game loop and a separate multiplayer game loop submitted by /u/alive123 [visit reddit] [comments ..read more
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Highscores and Risk versus Reward.
Reddit - Game Design | The Art of Crafting Rulesets
by /u/sassyandtumble
1d ago
Hello there strangers, We’re currently developing a minimalist arcade game called Nightrunner - feel free to take a look at our video. And we’ve started scratching our heads about risk reward mechanics. Fundamentally at the moment the more checkpoints you get, the more enemies spawn, and the harder the game gets. But this is a somewhat one dimensional incentive structure, and though it creates agency in completing a goal, it doesn’t allow for much in terms of on the fly decision making, as the game simply becomes more linearly hard the better you perform. A mechanism whereby risky play might ..read more
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Some shower-thoughts on the tcg/ccg distinction
Reddit - Game Design | The Art of Crafting Rulesets
by /u/sagjer
1d ago
Kind of a theoretical question, mostly to the ones existing in the design/marketing liminality of the group. If we exclude the physical/digital aspect of tcg/ccg distinction, could we say that their differences are mostly to the marketing side of things? Ofc, I get that the medium thoroughly shapes the processes of promotion, valorisation, and moneymaking overall. What I'm asking is more like, does the medium affect their design principles at all? I recently read that "Deep Dive: card games" book, I think author's name is John Bryce (mate, if you're seeing this, excuse me, I ain't got the boo ..read more
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Do I need menu music for my horror game?
Reddit - Game Design | The Art of Crafting Rulesets
by /u/Pixed_
1d ago
I’m making a horror game and i’m working on the menu. So I wanted to know, do I need to add music? I don’t have music on anywhere else, but a majority of good games have menu music. But i’m not that good at making music, so I settled on just putting ambient sounds, which was good enough for me. But I need a second opinion on this. submitted by /u/Pixed_ [visit reddit] [comments ..read more
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How would you "solve" inventory management fatigue in survival games?
Reddit - Game Design | The Art of Crafting Rulesets
by /u/I_cut_my_own_jib
1d ago
Valheim, Minecraft, Subnautica, etc are all amazing titles that I love. But at some point in your playthrough you are inevitably juggling 30+ chests of materials, loot, and other items. Every time you return to your base you have to spend 5-10 minutes just unloading all your stuff. If you just throw it all into a random chest to save time then down the road its a headache to find items you need. Is this a solvable problem? How would you solve it? submitted by /u/I_cut_my_own_jib [visit reddit] [comments ..read more
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I started designing this free game when I was 17 and improved it over months, so is it worth the effort?
Reddit - Game Design | The Art of Crafting Rulesets
by /u/jf_development
1d ago
Now on Google Play: Quantum World (Free, no Ads, Play Family Guidlines) submitted by /u/jf_development [visit reddit] [comments ..read more
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