Game Design Director at Sky Castle Studios. Formerly Riot Games, EA, Blizzard, Abrakam (on Faeria). All opinions and advice are my own. Pronouns: He/Him.
I often anonymously drop into game dev discussion groups, which are often full of aspiring devs, to share ideas or offer input.
Someone just told me I didn't understand game balance at all, and linked me to an article to teach me about it.
It was my own article.
Should I tell?
Tabletop Rpgs can learn a ton from video game design. My games improved massively once I started using my video game tricks in my tabletop game. For each like I get I’ll post one idea from video games you can use to level up your ttrpg (max 50 ideas, I learned my lesson).
@PtakTestKitchen
This is funnier if you flip the order:
GRR Martin: "In this land dwells The Punished Wraith Olegath. He's a--"
From Software: "Spooky crab!"
GRR MARTIN: "... Fuck it why not?"
Legends of Runeterra is great because you get to play decks based around incredible creatures that don’t exist in the real world, such as poros, yetis, dragons, and birds.
D&D 4e might have the best mix of great ideas and significant problems of any RPG I've played. That's a goldmine for game design. For each like I get on this I'll say one great idea it has and one significant problem. :)
Hey LoR folks, I know you all want to hear more about the specifics of rotation and that's coming (there's a lot to talk about)
However, there's something important about rotation that seems to be less obvious, and worth emphasizing. Thread: (1)
The button we need in LoR.
The amount of times I wanted to spend money to gift someone a board/skin but didn't is too damn high.
Would also help the tournament scene organize smaller prices.
No matter how you feel about rotation, it's key to recognize that the only reason we would do it is because we believe in LoR's future.
There will be growing pains, but I believe LoR is going to be an even better game in 5 years than it is now.
See you in the game. :) (4)
@pvas
@calebsaysthings
I'm not sure how to explain that animals are held to different moral standards than humans.
Dogs tend not to be able to attend ethics lectures. Some allowances are made.
@ProfBanks
@boymonster
There was a horrifying documentary scene about D&D where an old man running a game for kids at a local game store bragged about narrating how a girl's paladin character was taken to hell and graphically sexually assaulted and how she quit the game because of it. BRAGGED.
2) Milestone EXP. Give XP rewards for accomplishing goals INSTEAD of killing monsters. Keep the players incentivized on completing the quest, not feeling bad about avoiding unnecessary fights. Also opens up creative solutions to problems and minimizes book-keeping
Rotation makes zero sense for us to do if we weren't betting on the long-term future of the game. Why spend all that extra effort if we weren't planning on many future expansions coming out? (3)
@AdamBlumenau
Well, yeah.
Lots of people don't want to be constantly guilt-tripped while playing their "let's pretend to be fantasy heroes, don't take it too seriously" campaign.
It's no more serious than kids on the playground pretending to be aliens invading earth. They're just having fun.
“Oh my… She must be the one the poachers call ‘Kashdaji Queen.’ How dare they exploit such a wondrous creature?! It doesn’t look like she needs us to protect her, that’s for certain. Let’s leave her be.”
1) Unlockable Races. Have special races players can unlock as character options by discovering them, earning their loyalty through quests, and therefore making it plausible some of them might join your group. New characters can be made with that race now.
Rotation was a LOT of up-front work for the team. Lots of game design work, analysis, engineering, visual design, UX, and more. We also knew it would upset some players in the short term.
This is important, because it proves something that's very good news: (2)
By now a lot of you have seen the data leak of the upcoming "Game of Poros" expansion - and yes it was cool to work with G.R.R. Martin on the champion lore but PLEASE don't spoil it for others.
Siri, schedule tweet for April 1.
3) Bonus objectives. Players like to do more than the DM expects. Consciously work in opportunities for players to go above and beyond the minimum (and reward appropriately). Main objective: Free rebel leader from slave camp. Bonus objective: What if they freed ALL the slaves?
As a game designer, I often get asked what my day to day looks like. A large portion of game design is having fun answering the thousands of little questions that pop up on a day to day basis. Here's an example from the other day:
When someone posts something they made that they’re excited about, encourage them. Or if you can’t, just let them have they’re fun. You don’t need to give people a reality check. So what if someone thinks their weird story or game idea is the best ever? Awesome! Have fun.
8) Customize and upgrade your equipment from pieces of your foes. Allow players to forge fire dragon scales into their armor to gain some fire resistance, or into their blade to gain the fire enchantment. You can always give foes have more health if the players get stronger.
9) Achievements and titles. Players love it when the game recognizes their achievements, even without a reward. When they do something significant, tell them to write the achievement on their sheets. You can even provide a list ahead of time like "Lich-Slayer" and "Died in Glory"
"Samira's design is already really fun, but can we also feel like it's responding to the other lore characters? Preferably while making a pun?"
"What if her levelup re:sett?"
"... Print it."
13) Give the PCs mechanics that express their interparty dynamics. One PC is another's protector? Give them the ability to jump in front of an attack targeting that PC once per day. A PC sees another as a rival? Give them a boost whenever the other crits, motivated to outdo them.
There’s a LoR voice line that lives in my head rent free - Gwen saying “I’ve never been a guest of honor anywhere before.” Something about the phrasing conveys an absolute fairytale-like quality and I can’t place it. It’s the word “anywhere” for sure but WHY. So good.
@IronsparkSyris
Just like when we DMs pretend to be surprised. :)
The fact they're skipping the "normal" way to do this puzzle is why it feels extra-great. Puzzles are about making you feel smart.
@Vlad_Stakeumms
I assure you, groups like yours are why the game struggled to gain mainstream acceptance for so long. Cringey, defensive 'gatekeepers' have always been the second half of, "TTRPGs are awesome, but..."
D&D is now more welcoming, less like your group, and more popular. Weird. :)
Hey
@riotgames
colleagues, I know stuff is painful right now. You're all wildly talented and I know you'll get back on your feet one way or another, but if you want to chat about anything - let me know. I'll make time.
@OkayestPainter
I tell these people, “I’m so glad you’re giving your players trigger warnings” and they freak out. :)
“I don’t give trigger warnings!!”
“You’re telling them this isn’t a safe space, that’s a trigger warning.”
It’s like confronting a robot with a paradox.
5) Unlockable classes. A great way to expand out of the core books and allow weirder stuff that doesn't fit easily into your setting. Also works with prestige classes. The player must find someone willing to teach them the ways of the class, becoming a quest in itself!
6) Turbo mode. It's fun to have a small currency to go above and beyond normal limits, figuring out where to spend it. I give each player 3 "Valor" each day. Spend 1 Valor to gain and extra attack, or +10 on a d20 roll (before you see the roll). Also lets you use "save or die".
12) Tie NPC relationships to tangible gameplay rewards. Persona is a good example. Murderhobos quickly start caring about helping NPCs and being in good standing with the community when doing so unlocks better crafting, combat bonuses, and other things.
I play lots of different cardgames for fun and research. I think Yugioh wins the prize for the most redundant and oddly specific card text.
They make it clear that a LOT of cards cannot be Sett.
Like, we get it - he's from a different game.
11) Flip spell components. Instead of learning a spell being hard and spell components being easily accessible, give wizards knowledge of how to cast most spells but require rare spell components. A level 2 wizard can cast meteor swarm... IF they use the heart of a fire dragon.
3 Continued) This gives players a chance to do something cool rather than just something the GM expected, and lets parties pick their own difficulty. Don't say "this is a bonus objective" just give bonus XP for players going above and beyond, working in opportunities to do so.
@BirbLOR
It's been shared around at a lot of studios, or was back in the day. Got cited by Supercell in one of their GDC talks on game balance too. I think I'd write it a lot better now though.
@rdonoghue
My favorite advice I give is to attack the players’ strengths - not weaknesses. If you have a fireball-happy mage don’t throw a fire elemental at them. throw a horde of treefolk that the group ONLY has a chance at beating because of the mage. Which will be more fun for players?
@JortsTheCat
@shadowfirebird
Yes, even within the series he's treated as an oddity for a cop; so the series isn't saying cops are normally like colombo. I'm with Jean on this one.
@AlcatorSK
Often yes. In this case I was giving advice to a third party that they were coming in and saying was terrible advice. Basically they were quoting a foundational rule of thumb and I was talking about a more context-specific approach where that rule of thumb didn't apply.
7) Quest-for-Miracles. Create requirements to gain access to the OP divine magic, going on quests to earn your god's favor. "You hath journeyed to the Temple of Primordial Fire and driven out the desecrating Ice Devil. I grant you... The Sacred Flame."
@Drjoelpittaway
@HodkinsonAlice
@C_Pley
It's deeply inappropriate and unprofessional to suddenly and randomly ask people out in the middle of a professional conversation, and implies your answer to one can affect the professional discussion too. Would you be okay with a job interviewer "just asking a candidate out?"
@MegaMogwai
We went through so many iterations on her. It was really fun playtesting them all (I only got to see the end of her design process, and it was really satisfying to see her come together).
Remember: ChatGPT is NOT thinking. It simply tries to predict what a human would write in response to a question, based on similar-ish word patterns. It is utterly brainless in the process.
Here's an example from 10 seconds ago:
The worst part about being a Riot dev is that I can't share my Arcane or Players theories with anyone because if I'm right they'll think it's a leak :(
Me: "--and when you put a cost reduction item on it during a TPOC run it's wild!"
Coworker: *joining call* "Hey folks, what'd I miss?"
Me: "Just talkin 'bout security."
Coworker: ".What about security?"
10) Campaign structure. It's incredibly helpful to base a campaign structure on something you can play yourself to see how it works. That's hard/time consuming in ttrpgs but very doable in videogames. Base story-rich games on Bioware/Telltale, base open world on skyrim/botw.
@DirtyDiceGoblin
I'm a licensed game designer, and I approve this message. Do this. Better yet, trigger an epic second phase. But also have the baddies react to the epic damage players dished out, or their sweet plan. Let the players feel like they did something awesome and it was recognized. :)
If you didn't know WORLDS QUALIFIERS start tomorrow for Legends of Runeterra! It's a brand new meta and I can't wait to see what secret tech the best players in the game unleash. Please don't break it but like... break it a little?
I'll watching twitch most of the weekend :)
Update: Apparently they saw this tweet and realized who it was about. They sent me a rather apologetic DM. Had a nice chat afterward, game balance is a fun topic. :)
I often anonymously drop into game dev discussion groups, which are often full of aspiring devs, to share ideas or offer input.
Someone just told me I didn't understand game balance at all, and linked me to an article to teach me about it.
It was my own article.
Should I tell?
6 Continued) Can't overstate how much this helps. Players now have an interesting decision on every skill check (do I spend valor on this or not?) and every turn of combat (do I spend valor for another action or not?). And solves the "must-make-or-die" skill check problem.
14) Provide multiple approaches to solve every problem. Deus Ex and Far Cry games do this well. Allow for stealth, rambo, diplomacy, or a mix. Don't make all equally effective for all problems, so players do still have meaningful decisions, but allow freedom of playstyle.
@zdarsky
I now love the idea of a simpsons character like this: likeimagining if in college Ned Flanders was a playboy and got married before every one-night stand and then got it annulled right after.
"The weddin' vows are the best foreplay neighborino, before you do the diddly!"
First time in my life, I'm getting to physically hold a TTRPG book I wrote something for. :)
I wrote the journey rules for Trophy: Gold. Here's an excerpt :)
Hey everyone!
Excited to announce that I've received the opportunity to talk to
@DesignerDanF
tomorrow about Legends of Runeterra!
The stream will be at 5PM ET (in about 24h) and we'll be taking some questions from chat alongside my own! Trust me, you won't want to miss this!
Real talk - I’m excited about having two formats. We’ve all been playing eternal since launch, I’m looking forward to trying out standard once you all get to deck brewing. :)
Naturally any new meta is going to take some time to polish, and we’re here for it. See you in game. :)
@seanphagen
@AbeGoldfarb
Yes. It’s a statement that birth and title doesn’t make someone worthy of respect. It’s what they choose to do with the time that is given to them. Nobility is a quality, not a birthright. They bow to no one.
Just a friendly reminder that this is also a standard neo-nazi talking point. Neo-nazis want to spread racist, hateful propaganda. Deplatforming them and vocally resisting them makes that harder. They call for "civil debate" until they've recruited enough to silence their enemies
Just a note to encourage people of different political or other views to engage in civil debate on Twitter.
Worst case, the other side has a slightly better understanding of your views.
@JortsTheCat
@GoldSeamedGlass
Sounds like you meant “here’s an idea, blame Instacart for overworking and underpaying people.” What you said sounded like “if you don’t like it, shop for yourself”. Not everyone can, and it sounds dismissive, like telling a worker if they don’t like their job just quit.
The format they're playing JUST REVEALED. They have just a little time to break it! There's no big testing period, it's a deck brewers paradise!
I mean please don't break it but maybe, like, break it a little? :)
It's now officially 1 week until the start of the Legends of Runeterra World Championships. The Top 16 have battled it out in the Regional Qualifiers and it has all come down to this.
"New poke'mon are so lazy, there's one that's just a flamingo in a hat."
Gen 1: "Let me introduce you to Seel. He is a seal. Also, this poke'mon is just half a dozen eggs."
I know some streamers follow me, so if I wanted to get a basic "not too embarassing but definitely not elite" streamer setup for some casual streaming - what would I buy?
@AdamBlumenau
People absolutely question those stereotypes. There’s blockbuster movies explicitly about questioning those stereotypes. GTA is one of the biggest games ever and is not exactly pro “law and order”.
Like with GTA, most are able to differentiate between game world and real world.
Marvel Snap is great fun but also shows the problem with starting a "use it or lose it" mana system on 1 mana. If you skip the first 2 turns, 1/3 of the game, you give up just 3/21 mana. That's nothing.
Wish more games started at 3 mana on turn 1. Smaller linear increases.
That's fun. Now they're trying to sell basic security features. This is going to end very well for them. Everyone knows companies facing lawsuits over failing to protect users privacy do so much better when they force accounts to be more vulnerable. That's biz101, right?
17) Faction reputation. Groups and guilds care about how the PC's actions affect the society. Codifying this with faction rep, which leads to rewards/consequences, encourages players care about the geopolitical situation too. "This job might upset the mage's guild..."
21) Ludicrous side-quests. Many games put the most insanely unfair or difficult challenge off the critical path, and tell people "if you go here, prepare to die". That's so fun. Creates agency and tension, and when players DO go there you get to go nuts. "I WARNED YOU!"
RPG Designers: Treat the GM experience as a game, not a job. Please.
I started enjoying GMing again when I set up my tools for two games. My players play a game about exploration, risk/reward, problem solving, and tactics. I play a game about creative improvisation.
#rpg
#dnd
I think about decks in terms of three attributes:
- Speed
- Disruption
- Resilience
If there was no way to disrupt the opponent's gameplan, Speed would always be king.
Slower decks must attempt to Disrupt the opponent's plan.
This gives rise to Resilience (to disruption).
20) Class Changes/Respecs). It's good for gameplay, because I don't have to commit to things forever. It's good for story, because I want my warlock to change to paladin for a redemption arc without being punished. Just figure out a story or in-world justification.
3) Continued) This probably relates to the biggest core issue with most GMing - the straightforward, obvious solution is the optimal solution. In this case, the GM is deciding what should be done and it's my job to facilitate. I want to PLAY my character, not "run" my character.
23) If a videogame would track it for you, then the process of tracking it probably isn't fun - and you shouldn't make your players do it by hand. Better to just cut it. If your game isn't themed around logistical planning, don't make players care about equip load.
@AdamBlumenau
Thing is, in the real world violence is not a good or moral solution to most problems. Police brutality is horrifying, brutal vigilantism is horrying.
Fortunately, most people don't treat D&D as a source of real world public policy.