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Game Design
last updated 2023-11-05
I've touched on performance variance in my randomness article and gave Prismata as an example of a game that has a lot of it with no randomness, but didn't give much advice on how to replicate it.
A little bit of randomness is not okay
I've gained some insight. Prismata achieves its performance variance by having a few decisions (the first few turns) meet a few criteria:
- They have the highest skill ceiling in the game. A good player plays close to optimally for most of the duration of most Prismata matches, but even the best players often choose the wrong opening.
- There are few options to pick from, so a guess based on a poor understanding of Prismata theory is reasonably likely to be correct.
- They are the most important decisions in the game.
Combined, these factors mean that a weaker player has a significant chance of playing a better opening than a stronger player, and that if they do, they have a high chance of winning the game.
If you can have a few decisions in your game copy these traits, you can replicate Prismata's performance variance.