Class Prompt: Diminishing Returns in Content

In spring 2020 I taught a Technical Game Design class in Champlain College’s game design program. As part of my work I wrote discussion prompts. I’m expanding some of those prompts into blog posts, like the one below. The full set can be found here. Because they were meant as prompts for students to discuss, they do not necessarily provide strong conclusions or answer the questions that they pose.

Let’s talk about a problem that plagues live service games. If your game relies on releasing MORE content in pre-existing categories – characters in League of Legends or Overwatch, exotics in Destiny, new cards in Magic: The Gathering – then there are two fundamental design problems you need to solve:

  1. Diminishing Returns: How do you make content that is as exciting on the Nth update as it was on the first update? How can your 50th piece of content compete with all 49 previous pieces?
  2. Narrowing Design Space: How do you leave room for each new thing to feel unique and different over time?

These two problems are closely related, and designers must be careful because solving one of these can make the other worse.

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Class Prompt: The Technical Game Design Role

In spring 2020 I taught a Technical Game Design class in Champlain College’s game design program. As part of my work I wrote discussion prompts. I’m expanding some of those prompts into blog posts, like the one below. The full set can be found here. Because they were meant as prompts for students to discuss, they do not necessarily provide strong conclusions or answer the questions that they pose.

“Technical game designer” as a role in the industry is hard to pin down. I’ve known people with that title who solely build tools, and others who never touch code or tools and instead build content. Ask around, and every tech designer will give you a slightly different definition for the role. Here’s mine.

“Technical Game Design” is a subset of Game Design as a discipline. There are two features that set the role apart:

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