Remove Balance Remove Dev Remove Esports Remove UX
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It seems in competitive games with a healthy pro/esport community, balance is often different between the pro and casual levels. E.g. Class A tends to dominate Class B at the pro level, but Class B tends to dominate Class A at the casual level. If you try to make Class A relatively more powerful to make the experience better the majority of players, it will only exacerbate the imbalance among the minority of pros (which damages the health of the pro community). How do you prioritize/negotiate?

Ask a Game Dev

I might make UX modifications to encourage the player to choose the right move to use in the given situation. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ We don't always have to go only forward or backward along the same line - we can go sideways too.

UX 52
article thumbnail

It seems in competitive games with a healthy pro/esport community, balance is often different between the pro and casual levels. E.g. Class A tends to dominate Class B at the pro level, but Class B tends to dominate Class A at the casual level. If you try to make Class A relatively more powerful to make the experience better the majority of players, it will only exacerbate the imbalance among the minority of pros (which damages the health of the pro community). How do you prioritize/negotiate?

Ask a Game Dev

I might make UX modifications to encourage the player to choose the right move to use in the given situation. Short questions: Ask a Game Dev on Twitter Long questions: Ask a Game Dev on Tumblr Frequent Questions: The FAQ We don’t always have to go only forward or backward along the same line - we can go sideways too.

UX 52