Recently I’ve been playing Rumbleverse a lot after watching NL play it and also because I need to somehow fight my Super People withdrawal, and it’s a very fun game. However, playing it has made me think more and more about a problem I’ve mentioned in my past two Super People posts, which is the problem of the “skill death spiral”.
This is a problem every competitive multiplayer game has to manage somehow, but it’s especially problematic with BRs because they uniquely need a very high population of players so matches can start in a timely manner, which means that they’re more sensitive to the problem and thus are the best games to use for its analysis.
Your body and your mind are you and you are them. Your body speaks to you through instinct, your mind speaks to you through reason. You feel in control of your mind because reason is weak, you don’t feel in control of your body because instinct is strong.
Body to mind coercion is the default state. Strong ancient instinct is a natural winner, which is why you eat and play more than you should, and exercise and work less than you should.
This past weekend Super People’s devs ran a test session aimed at seeing how TTK changes and the removal of crafting would affect the game:
In my previous post I went over the game’s design and outlined a few things I’d change to likely improve player counts, and they were mostly focused around removing conscientiousness-oriented mechanics from the game itself and adding them to the metagame that happens between rounds instead.
This article contains post-release financial results, thoughts, plans and assorted data for SNKRX.
I’m writing this mostly for my own future reference, especially the comparisons with BYTEPATH, since it’s useful to see how differently
these games are performing despite being released under very similar conditions....