Techniques for Balancing Procedurally Generated Content

We all love procedural generation! A little bit of randomness goes a long way in keeping a game fresh and unexpected. But this unpredictability can also make the designer’s job more difficult – how do we ensure that randomised elements don’t throw off our game’s balance? Over the years, Roguelike designers have developed many ways […]

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A Mechanical Review of The Witchwood (Hearthstone)

Hearthstone’s eighth expansion, The Witchwood, was released just last week. It has some fresh and interesting ideas, from a game design perspective, so I thought I’d write a mechanical review of the new set. Let’s jump right into it. Rush The Witchwood added 2 new mechanics to the game. The first one is rush, an […]

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Towards Self-Balancing Card Games

Making a card game is hard! Players want decks that are strong, but they also want decks that are unique and represent their individuality. They want the game to be fair, but they also want the game to be diverse and exciting. These games have hundreds of cards that interact in all sorts of complex […]

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Why You Should Place Limits on Fast Travel

Skyrim’s world is an enormous sandbox full of caves, forts and villages. The player can spend dozens of hours exploring without even finding half of the game’s locations. Once you’ve discovered a location you can fast travel back there instantly and for free. This saves the player a lot of time, which is always nice. […]

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