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Showing posts from May, 2020

Keeping Your Game Tactical: Volume of Content vs. Volume of Interactions

Okay, I admit, one of the themes of this blog seems to be me making up terms so that I can explain myself, and I just did it again, but this is a seriously undervalued concept, and I don't know if there is formal game design language to discuss it. Also, this is meant to be a follow-up to my previous article , so if you haven't already, I recommend you read that first. Okay, now on to the definitions. Volume of Content Consumers want lots of content. And game developers try to meet that desire by building new environments with new enemies with new mechanics. On some level, you have to do this, but there are problems with using this as the primary way to create continuing interest and variety for your players. Encourages Patterns Rather Than Tactics: As described in the previous post, a new boss with a new set of mechanics doesn't really require players to think tactically. They just need to learn a new pattern. Once you figure out the basic techniques