The Game Design Round Table   /     #240 Ryan Scott Aims for Balanceable, Not Balanced

Description

Ryan “Morello” Scott joins Dirk and David on the show to discuss his design axiom: balance isn’t important, but balanceable is critical. Ryan discusses why planning ahead for a balanceable piece of content is critical to avoid making balance feel chaotic for players and designers alike. With his experience working on League of Legends and Riot’s new FPS, Valorant, he shares specific examples of where balance went wrong and steps designers can take to make things right.

Summary

Ryan “Morello” Scott joins Dirk and David on the show to discuss his design axiom: balance isn’t important, but balanceable is critical. Ryan discusses why planning ahead for a balanceable piece of content is critical to avoid making balance feel chaotic for players and designers alike. With his experience working on League of Legends and Riot’s new FPS, Valorant, he shares specific examples of where balance went wrong and steps designers can take to make things right.

Subtitle
Ryan “Morello” Scott joins Dirk and David on the show to discuss his design axiom: balance isn’t important, but balanceable is critical. Ryan discusses why planning ahead for a balanceable piece of content is critical to avoid making balance...
Duration
52:40
Publishing date
2020-06-09 16:34
Link
http://feedproxy.google.com/~r/TheGameDesignRoundTable/~3/HocQCT9MlKw/240-ryan-scott-aims-for-balanceable-not-balanced
Contributors
  Dirk Knemeyer, David V. Heron
author  
Enclosures
https://traffic.libsyn.com/secure/tgdrt/240_Ryan_Scott_Aims_for_Balanceable_Not_Balanced.mp3?dest-id=1719626
audio/mpeg

Shownotes

Ryan “Morello” Scott joins Dirk and David on the show to discuss his design axiom: balance isn’t important, but balanceable is critical. Ryan discusses why planning ahead for a balanceable piece of content is critical to avoid making balance feel chaotic for players and designers alike. With his experience working on League of Legends and Riot’s new FPS, Valorant, he shares specific examples of where balance went wrong and steps designers can take to make things right.