How does a game designer create systems? What are the nuts and bolts of balancing such a system?
Ian Schreiber alluded to the challenges of creating balanced systems in his articles on Pacing and Bud Leiser mentioned in his article, You Are A Game Designer, that the "mysterious" job of game design may include wrangling with Excel spreadsheets. For would-be designers, system design may be one of those big mysteries.
I welcome articles on the topic. As always, submission guidelines along with submission procedure can be found on the right hand side of the blog. Topic suggestions and articles are appreciated!
- What is good (or bad) system design?
- How can formal theories guide system design?