Awesome article about a concept that I often apply to my own designs, but have never quite articulated this well. Small integers and a minimalist approach to scale can actually give players more opportunity to strategize by increasing the relative difference between different values and/or keeping the game to a manageable level that a player can be expected to keep in their head. There is a reason when I get excited when a game has enemies with between 1-3hp for example. You can read the full article at the link below!
Interesting and practical talk by Soren Johnson (Civilization 4, Offworld Trading Company) about the nuts and bolts design decisions that went into Offworld Trading Company. Topics covered include:
-The consequences of converging resource buy/sell price to the same value
-Buying your own shares, buying other players, and combating snowballing advantage/complexity
-A “Game available” system for small multiplayer communitiies
-Allowing players to play singleplayer while queuing
-Eliminating players early early to mitigate kingmaking
-Initial bid to establish stating locations
-Requiring tournament players to stream to build a community
-The value of Discord as a community building tool
-Splitting a traditional RTS game along Macro and Micro lines because they simply contain so much
Micro: MOBAs Macro: Offworld Trading Company
Games Precipice is a blog primarily focused on board game design, but many (or all) of the same principles can be applied to digital games. This article is about manipulating interest, excitement and/or complexity levels throughout a match in order to create a sense of structure and satisfaction (which the article refers to as “pacing”).