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Tucker933

Guide to Balanced Gameplay

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Added a couple important lines to the Level Design section:

 

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Flow habits will be based heavily on where players feel in control, meaning they'll seek predictive engagements, such as narrower fields of play where the variables are fewer. This can sometimes be counter-intuitive, as such paths tend to generate the highest traffic, but predictability goes a long way in making one feel comfortable, regardless of effectiveness. So to maintain relevant flow, less-linear alternatives need to feature strong incentive.

 

This is something I didn't fully realize the impact of, until Ice Floe.

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I didn't play ice floe, but the 3rd level on Ivory Tower in H2 comes to mind as a prime example of this.


Kavawuvi: one of these days these glutes are gonna squawk all over you

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Added the following to PvP Balance:

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A role's weakness should be no more than disruptive, unlike the decisive elements of a Tic-Tac-Toe match; a good test of this is through playing out 1v1 encounters without respawns. Any game can be fun if not taken seriously, so much of your job is to make it retain that value at high-level gameplay, where the are no holds barred and the objective is simply to win.

 

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