In games, you can have high choice or low choice. There's a second vector to this issue (so you can think of this scale as being perpendicular to variance-more on this below), so let me bring that up as well. If that element has a low variance, it will play similarly each time it's played. If that element has a high variance, it has the potential to play differently each time it's played. Variance is "how differently a gameplay element plays out from one play experience to the next." We can think of variance as a scale. I should note that I'm defining the term in the context of game design. I'll explain what variance is, how it impacts game design, and why understanding it is so important to designing Magic (or any game, really). Today (and after Theros Beyond Death previews), I'm going to talk about an important element of game design, one I haven't delved into too deeply in the past, something known as variance.
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