Tag: video-games
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How games retain players
This article outlines some strategies employed by game developers to retain their player base. I briefly describe them and provide some examples.
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Balancing the economy in games
In this article I will list various nuances related to the economy ecosystem, why do they exist and how can they be addressed.
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How presentation may affect players
A short article about the way games may (un)intentionally affect the way players perceive the game.
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Adjusting the learning curve in games
An article discussing the learning curve in games. It lists multiple ways of making the learning process more enjoyable and less overwhelming.
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Aspects of games that can be balanced
People usually understand the term game balance as the fairness of the matches. However, there are many other factors that may affect the overall players’ engagement. Usually, each extreme causes a different problem, making it hard to find the perfect middle ground. Even though some factors don’t fall under the general game balance definition, they…
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Matchmaking rigging
This article will explain where the desire for rigging games comes from. It will mention the ways games can be rigged and how rigging can affect the game itself.
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How Songs of Conquest fixes issues known from Heroes of Might and Magic 3
An article describing issues of the game Heroes of Might and Magic 3, and also describing how its spiritual successor, Songs of Conquest, tried to fix them.
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Season reward tracks in games explained
Reward tracks are a form of reward system that provides rewards for achieving specific milestones within a designated time frame (which is usually referred to as “season,” and takes at least a month). The reward track is typically divided into a free tier and a premium tier. Players typically progress through it by completing specific…
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Unwanted consequences of match prolongation
An article describing several ways in which the possibility of stalling can negatively affect the players’ experience.
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Pity timers in games
Pity timer is a game mechanic that rigs the probability of the outcome depending on the previous outcomes, to make it more likely to align with the expected outcome. In other words, it’s meant to reduce the odds of extreme edge scenarios, such as receiving a negative outcome multiple times in a row or never…