randomness

The case for Hearthstone Battlegrounds ending after 4 eliminations

Hey all! This is just a short little article where I will try to make the case for why I think Hearthstone: Battlegrounds (which I’ve gotten back into now that the Buddies system has been removed) should end after four players have been eliminated. Currently, for those who don’t know, HSBG is an eight-player FFA …

The case for Hearthstone Battlegrounds ending after 4 eliminations Read More »

Randomness, and “Random Value Absorption Thresholds”

Randomness is very important in game design! This is because randomness allows us to make the game state larger and more complex, without overwhelming the player with too much information and therefore calculation. I’ve been writing about randomness for over a decade at this point, but this article represents my latest, most updated views on …

Randomness, and “Random Value Absorption Thresholds” Read More »

Skill Compensation, Randomness, and the lifespan of games with Brett Lowey

Hello again! This here is probably the most nitty gritty strategy game design podcast episode I’ve had on the show yet, which is made possible because I have a shared language and understanding with today’s guest. This guest, by the way, is none other than Brett Lowey, who has been on the podcast several times …

Skill Compensation, Randomness, and the lifespan of games with Brett Lowey Read More »

Execution in strategy games should be considered “randomness”

I have long considered execution to be basically a form of randomness, similar to dice rolls or card draws. I have also long recognized that not everyone agrees with me, and some people find the idea deeply offensive. I can understand both of these responses, but today I would like to address them directly and …

Execution in strategy games should be considered “randomness” Read More »