Why randomness can make strategy better
Randomness is fun when it creates uncertainty, but frustrating when it takes the decision away. The best luck gives players a new problem to respond to.
Design Notebook
These are short observations, not finished essays. They are mostly questions I did not want to forget.
Randomness is fun when it creates uncertainty, but frustrating when it takes the decision away. The best luck gives players a new problem to respond to.
A metagame never stays still. When players solve one strategy, new counters appear.
If the strongest strategy is boring, players will still use it. The strong choice has to be interesting too.
A result can make sense statistically and still feel unfair if the player had no way to prepare or respond.
Playtesting Meteor Mayhem showed me strategies I had never considered. That was useful, even when it meant changing the rules.
The player should be thinking about the decision, not searching for the button that lets them make it.
Teaching the rules is part of the game. It shapes the player’s first experience before the game really gets started.
Limits force me to decide which mechanics actually matter.
A hard choice can be satisfying. Not understanding what the game wants is usually just frustrating.
One number, rule, or card frequency can affect several connected parts of a system.
A game becomes more interesting when players find strategies the designer did not plan.
A rough prototype can answer a design question faster than polishing an idea that has not been tested.