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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

In such situations, it’s important to figure out why professional players are able to realize so much more potential with a particular class/character/build/etc. while more casual players cannot. Generally, that means the additional performance must come from two things at the pro level - a high bar for execution (e.g.

UX 52
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Predicting the Future of Supercell’s Brand New Studio

Deconstructor of Fun

Kevin J Bray (Game Engineer) , another professional with years of entrepreneurship experience (CEO at now defunct Byte Canvas; Executive Director at Tonk Tonk Games), who previously was a developer and lead engineer at League of Legends (about the same time as Maya). And past experience in entrepreneurship.

Studios 52
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Axie Infinity: Infinite Opportunity or Infinite Peril?

Deconstructor of Fun

The initial three founders came together after realizing that existing crypto games — notably CryptoKitties at the time — were unsustainable both technologically and economically. Game Loops and Systems Overview Axie Infinity’s game design falls under the “Turn-based RPG” subgenre, according to GameRefinery’s taxonomy.

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The Lost Ark Has Found its Way

Deconstructor of Fun

Lost Ark outshines other MMO games because each element mentioned above is polished to the next level. Balancing relies heavily on gear, maps are crowded with question marks, Boss fights feature repetitive mechanisms. Though, all of these foibles could be found in other games as well. Let’s use the Witch class as an example.

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Web 3.0: Crypto-currencies, the blockchain, NFTs and pay-to-earn

Gamesbrief

An early esport competition for Starcraft 2 in 2011 awarded a 1 st prize of $500 and a prizes for players in positions 5-8 25 Bitcoin, worth about $25 then and roughly $1.4 Getting any item into any game is a huge endeavour, and really hard. You need to make the asset in the style of the game. And why wouldn’t you.

Asset 52
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2021 Predictions #4 Contenders Throwdown for Supercell's Mid-Core Crown

Deconstructor of Fun

Over the years, Supercell’s portfolio has become slightly more balanced, with other games than the Clashes bringing in a more significant portion of the revenue. Supercell’s portfolio is more balanced and not so heavily reliant on Clash IP, which still brings over 50% of the revenue.

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