💾 Archived View for yujiri.xyz › game-design › performance-variance.gmi captured on 2023-09-28 at 15:58:20. Gemini links have been rewritten to link to archived content

View Raw

More Information

⬅️ Previous capture (2023-09-08)

➡️ Next capture (2023-11-14)

-=-=-=-=-=-=-

yujiri.xyz

Game Design

Performance variance

last updated 2023-09-06

I've touched on performance variance in my randomness article and gave Prismata as an example of a game that has a lot of it with no randomness, but didn't give much advice on how to replicate it.

A little bit of randomness is not okay

I've gained some insight. Prismata achieves its performance variance by having a few decisions (the first few turns) meet a few criteria:

Combined, these factors mean that a weaker player has a significant chance of playing a better opening than a stronger player, and that if they do, they have a high chance of winning the game.

If you can have a few decisions in your game copy these traits, you can replicate Prismata's performance variance.

But, this combination of traits by itself is likely to entail a frustrating faux feedback loop since one early mistake can trump a match full of better decisions. Prismata has a solution for that too which should hopefully be copied at the same time: it's not obvious who's winning. I explain this in the feedback loop article.

Feedback loops