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by da_chicken
2542 days ago
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> Standing above in their white tower, yelling down "but the math says you're wrong" doesn't matter if nobody's having any fun. Even Wizards of the Coast (WotC) struggles with this in Magic: the Gathering, and that game has been around for over 25 years and remains King of the paper TCGs. Counterspells, discard, and land destruction are all very balanced effects, but a plurality of the players hate them so much that WotC eventually made those effects more expensive or less reliable. One of the keys of game design is that your first goal is not to build something that's balanced; it's to build something that's fun to play. Making something balanced and competitive, though necessary, are secondary to the enjoyment of the game. |
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That's generally not true today, where 'organic' marketing driven by professional streamers is a large part of potential players' initial exposure to a game. Streamers can easily kill a game in its infancy simply by providing negative feedback (as we're seeing here).
But the pro players will only commit if they think there will be a successful pro scene revolving around a balanced, relatively low RNG, high-skill-cap game.
So developers are forced to attempt to appeal to two very different markets and occasionally stumble badly.