Evizaer has a new article on his game design blog No Hidden Info has a new post about what he calls “Discontinuities” in randomness. It’s building off of the last few articles about “near” and “far” randomness, as well as a recent article on agency.

Players care much more about random results that cause certain numbers to cross certain boundaries. Even direct and seemingly close randomness can be effectively blunted through an understanding of when changes caused by randomness immediately matter and when they don’t. Randomness denies agency most when its effects immediately generate a big response from the system.

Check out the full article here: http://nohidden.info/near-randomness-and-discontinuities/

Gwent avoids several pitfalls which plague Prismata
Gwent avoids several pitfalls which plague Prismata

Today’s post by Fabian Fischer is a dive into the role that the hidden information (primarily through card draws) allows the game to avoid feeling “oppressively stressful”. It also provides insight into how the potential for card game design to slide towards luck-driven outcomes is mitigated by carefully chosen mulligan, deck construction and game structure (through a “best-of-three” format).

You can check it out here:
http://www.gamasutra.com/blogs/FabianFischer/20170305/292859/Gwent_Braving_the_Storm.php

 

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