We talk a lot about "arcs" in games: How does a player's game-state change from the beginning to the end. Victory points are one method of tracking that arc. Some games drip VP while others spike-and-plateau. Charting it, I noticed some loose correlation to game genres.
Some games layer different types of arcs into a single play experience, either by allowing different paths to victory or having multiple victory conditions. #GameDesign
Dividing up the vertical regions of this chart, you start to see some common game design issues expressed visually. In this example, the issue of how much of a player's progress to victory should be hidden to the rest of the players. #GameDesign
"Value pace" is easier for me to visualize when I chart it like this. In set collection games, you can chart the size of the set against its value. (This doesn't reflect rarity though, so it's not a complete picture.) Generally, if the lines are different, choices feel textured.
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