The power levels in your game are important for multiple
reasons. Last time, we talked about balance. Today, we’re gonna talk about the
way power levels change throughout the course of the game.
Just a quick aside for those who might not know what I’m talking
about, power levels refer to how strong a player’s abilities are, or how strong
certain game elements, like characters or cards, can be. Power level is not a
good thing or a bad thing, it’s simply something that needs to be taken into
consideration when designing a game.
Another term you may have come across that’s related to
power levels is power creep. This is the tendency for game elements to get
stronger and stronger over time. You generally hear this term in reference to
trading card games. As new cards are designed and released each year, the
general trend is for the cards to become stronger. This can also sometimes
happen in video game series. While power creep is a necessary part of a healthy
game, kind of like how a little bit of inflation is expected in a healthy
economy, power creep left unchecked can ruin everything.
The way power scales is also important aspect in board games
and cards games. Depending on the game, power levels can rise throughout the
game, fall throughout the game, or remain flat throughout the game. In some
instances, it can continuously go up and down as circumstances change for the
players. In my experience, the most dynamic games are the ones where power
levels rise until the final dramatic conclusion.
In a lot of games, players start with relatively few
resources, and with limited abilities and options. As the game progresses, they
accumulate more resources, and their abilities and options increase as a
result. There are two benefits to having a game structure like this: players
have time to learn about different parts of the game as they play, rather than
having to try to learn everything at once, and having powers levels rise like
this creates excitement within the game.
Imagine the opposite scenario, where players start with a
lot, and finish the game with a little. They have to learn everything up front,
and as they lose resources and abilities, their options decrease until the game
basically fizzles out. In my opinion, this is the opposite of what you want your
game to do. True, there may be game designs out there that operate on this very
principle, but if you design a game like this, make sure it is intentional, and
not just an oversight on your part.
Having a game fizzle out like this is sometimes a problem in
games where the winner is the last person standing. As players attack each
other, whittling down each other’s resources, more and more players leave the
game until there is only one person left. Depending on how the game is
designed, this could end up with the last few players left with very few
resources, staring at each other across the board until one of them can
eventually gain the upper hand and end the game. This would be a very
anticlimactic end to an afternoon of gaming.
The power level in a game should steadily increase until the
players reach the dramatic end. The action and the choices and the tension
should keep building until a player finally triumphs, and if this is done well,
then hopefully even those who did not win the game will have felt the
excitement of it all and will have had a good time. I’m going to use my
cooperative dragon game as an example again. The above dragon is the two-headed
dragon from the game, and it was this dragon’s job to eliminate the players’
towers and workshops, which is their main way of accessing resources. The
dragons would win once all of the players’ towers were destroyed. The problem
with this is that once the players’ towers and workshops were gone, collecting
enough resources to do anything was close to impossible, and the game would
grind to a halt as the dragons mowed the players down with impunity.
After a lot of play testing, I came to realize that I needed
to make the players’ workshops much more difficult for the dragons to get rid
of. This still left open the dragons’ avenue of winning the game, which is to
destroy all of the players’ towers, while still leaving the players access to
resources through their workshops. In this way, players are still able to
increase in power throughout the game, which not only keeps the game fun, but
also keeps the two sides balanced, which as we talked about last time, is an
important part of game design.
That’s all for now; may the power be with you! Good luck and
good gaming!
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