DirkSonguer + levels 3
Tobold's Blog: Gaming the matchmaking
10 days ago by DirkSonguer
And that is basically the problem of all matchmaking systems. Everybody wants to win more than half of his games, but that simply isn't possible. Either you switch to a PvE system in which the computer doesn't mind losing, or you accept that the optimum outcome of a perfect matchmaking system is a 50:50 win chance. The only game I know that comes close to this perfect equilibrium is World of Tanks, and lots of players complain that their win chance isn't higher than 50% in that game.
mmo
gamedesign
matchmaking
levels
z3
10 days ago by DirkSonguer
The Craft of Game Systems: Practical Examples
december 2011 by DirkSonguer
My previous articles were about system design at a conceptual level, focusing on goals and best practices for system designers. This article gives an example of how to put those principles into practice. To demonstrate, I’ll walk through the character stat systems for one of the games I did system design for: Dungeon Siege 2. I’ll describe how its systems work, why we set things up the way we did, and how we did the math to translate our goals into content.
gamedesign
numbers
gamemechanics
levels
z3
december 2011 by DirkSonguer
The Escapist : Extra Punctuation: What if We Leveled Backwards?!
march 2011 by DirkSonguer
Brace yourselves, readers, this week's column is going to be another adventure in pitching hypothetical new game concepts that I have no time to make myself and don't expect anyone else to attempt either. This is one I've been thinking about for a while and for which the aftermath of my DC Universe Online review will serve decently enough as a vehicle, because it concerns RPGs, or at least, RPG elements.
games
gamedesign
levels
gamemechanics
z3
march 2011 by DirkSonguer
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