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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
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Seems to be a lot of demand for this, so here are some GDD Writing tips I've picked up over the years (Thread) #gamedev #gdd #gamedesign
1/ GDDs should be as long or as short as they need to be to describe the features of the game
2/ If you're working in a super collaborative team, keep your GDDs short and agile. Use supporting docs & evolve your design through collab
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Did Thread Reader help you today?
Support me: I'm a solo developer! Read more about the story
Become a 💎 Premium member ($30.00/year) and get exclusive features!
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Make a small donation instead. Buy me a coffee ($5) or help for the server cost ($10):
Donate with 😘 Paypal or  Become a Patron 😍 on Patreon.com