Joe Blackburn Profile picture
Jul 5, 2020 8 tweets 2 min read Read on X
The number one piece of helpful feedback I hear really talented encounter designers give to new encounter designers is “Use less unit types at once.”

This piece of advice was given to me very early in my career and was very formative. Here are some reasons why.
1. You want your AI lineup to have specific strengths and weaknesses.

Most AI are good at some things, but bad at others. So, there is a temptation to use lots of unit types in order to create a lineup where you’ve covered up any potential AI shortcomings.

Don’t do this.
By creating an AI lineup with obvious shortcomings, the player now gets to play around these.

They get to be the paper to your rock. This allows players to be smart and show their power.
2. It’s easier to read.

Lots of unit types at once mean lots of different types of VFX/Animations/Abilities going off.

The more visual/audio noise that is going on, the harder it is for players to understand what the hell is actually happening.
3. Less is more when it comes to variety.

Imagine making a unit lineup is like mixing colors. A few colors mixed could make: Purple or Orange or Pink.

Lots of colors mixed just make brown.

Variety is your game having lots of encounter colors, not just brown brown brown.
4. It’s easier to pick out what’s important.

Lots of times you have a unit or a subset of units that is critical for the player.

It’s much easier to understand which units are important if the lineup is : [Bears/Racoons]
compared to
[Bears/Racoons/Lemurs/Giraffes/Moose]
5. Now you can grab the attention of the player.

By using a small subset of units, you can now create big moments by changing what’s on screen.

These are the memories. The guitar hero solos. The moment you were fighting Lions/Tigers then a bunch of raptors come out of the woods
This advice isn’t revolutionary. It’s not some specific developer’s secret sauce. I’m sure you can find this on a slide in like 8 different GDC talks.

But if you don’t have access to those resources or just needed a reminder, I hope this feedback helps you like it helped me!

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More from @joegoroth

May 26
The more I do it, the more I realize I don’t have any great advice about game development…but here’s a thing.

You’re right about your boss being an idiot.
So when you start making games people will warn you, that most of it is going to be bad. It’s the truth.
In the process of checking in changes to perforce you are going to make a lot of mistakes.
Read 18 tweets
Jan 31
Next month, The Final Shape will be hitting one of its most critical internal milestones: a ritual we call the End-to-End playtest.

This ritual has been a key part of development since Forsaken.
It’s multiple days of consecutive internal playtesting that not only generates incredibly valuable closing feedback on everything coming this summer, but also spiritually kicks off a shift towards bug fixing and polish work.
Heading into this milestone, I've gotten to play 100s of hours of The Final Shape, and what the world-class talent here at Bungie has created has quickly become of the things I'm most proud to have worked on throughout my career.
Read 7 tweets
Feb 22, 2023
It's me, Joe, your local Destiny 2 Game Director, wading into the waters of the internet to talk about increasing the base difficulty of the Vanguard Ops playlist.
This content specifically has unintentionally become less engaging compared to our Guardians' power over time over the last few seasons, and we want to course correct that in Lightfall.
While we still have a lot of reward tweaks planned throughout this whole year, when we ask Guardians to play Vanguard Ops for pinnacles or weekly challenges next season, we want to make sure that content has kept up with the player power increases over the years.
Read 5 tweets
Jan 14, 2023
New Twitter keeps showing me this. So I'm going to go through the list one by one here, and see if Destiny 2 has the trope.

We're pretty big now, so I'm guessing we hit at least 30. Yall can keep me honest.
pcgamer.com/50-sci-fi-game…
1. Floating rocks

Oh yeah. floating rocks rule.
2. Floating gas bag creatures ❌

No? right? We've certainly got a lot of floating creatures. But I feel like popping the ether on a dreg headshot gives you a little bit of this joy.
Read 55 tweets
Dec 7, 2022
I just wanted to step in and say: Heard loud and clear on the feedback with our current seasonal backbones. The team is excited to put some more creative risk in seasonal progressions, but there will be some time before the feedback catches up with the dev cycle. Preview:
Coming up next is Lightfall and Season 20. While Guardian Ranks and Neomuna destination pursuits are going to shake things up- on the seasonal pursuit side our major focus is reducing complexity and improving the synergy between your seasonal pursuits and the rest of the game.
Season 21 is at the halfway mark of development, and the team is currently looking at ways to differentiate progression aside from having a more novel activity setup in the works.
Read 5 tweets
Mar 1, 2022
The team's been playing a lot of Witch Queen. Wanted to give some quick updates on where our head is at with some week 1 reactions. [1/13]
First, aren't super happy with how unpredictable it can be to complete Report: Relic Data for the Evidence Board quest chain. [2/13]
We're still monitoring the time commitment for unlocking and upgrading crafted weapons, but the drop rates and unlock requirements for the Wellspring Throne World weapons are currently going to gate off too many players from being able to earn their exotic glaives. [3/13]
Read 13 tweets

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