13 March 2010

Righting Wrongs

ShackNews ran a nice article on game design entitled Rob Pardo on Blizzard's Success and Failures.  The article analyzed what went wrong in some of Blizzard's games and how it was fixed in subsequent games.  I would have like to have learned more on how Blizzard identifies problems and fixes them in the current version of that game.

It's fairly simple to spot design problems within a game: when players gravitate to one particular playing style, then that's a sign of a problem.  When there's one resource (a card, an item, a power) that becomes the must-have resource, then there's a problem.  When there's a tactic within a game that becomes the winning strategy, then there's a problem.  When there's a character class that becomes the class to play, then there's a problem.  This last point leads me to Clan Lord: the most common fighter in CL is the Ranger.  That's a problem.  In theory, there should be an even mix of fighter subclasses, but in practice Rangers account for something like 70% of fighters (at the time that I write this, 8 out of 11 online fighters are rangers).

How can this problem be addressed?  What I take away from the article is "fix the problem in the next game."  I wish I knew how to apply this to Clan Lord.

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