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@keithburgun @BrickRoadDX I've been thinking about balance and winrates after reading this, and I understand it's a very brief section so you may have already had some of these ideas.

There are lots of opportunities for feedback during gameplay other than just the end result of a win or loss.

1/4?
@keithburgun @BrickRoadDX Taking a poor engagement, being caught off guard, losing health points all are feedback. This can be identified in runs that feel like they are going well until they don't. Or identifying that you're closer to failure and need to refocus until you have more breathing room.

2/
@keithburgun @BrickRoadDX I tend to think losses are usually better opportunities for growth than wins, because you have more incentive to reflect and the causes are usually more apparent, where wins are often a result of sufficiently avoiding loss conditions over and over again.

2/
@keithburgun @BrickRoadDX And I feel like playfulness is related to toy systems and restricting consequences to only a few avenues.

For example, if every single interaction I have has a sliding gradient of success that compounds with future interactions, every possible edge I can take is important.

3/
@keithburgun @BrickRoadDX But if there are reset points that replenish resources, a lot of the minutae of the last few minutes is glossed over, so I had more room to experiment so long as I passed over the minimum bar of success. Of course variance in outcomes is part of depth...
5/ (I did 2 twice)
@keithburgun @BrickRoadDX but if there are some resources that carry over sometimes, and others othertimes, it allows for being more experimental with the replenishing resource.

6/6
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