skill death spiral

Skill death spirals

09/09/2022
design, skill death spiral, luck

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. ...

Thoughts on Super People's final beta

02/09/2022
design, super people, skill death spiral

Super People’s final beta just ended so I’ll go over my thoughts on it, which are a continuation of these two previous posts: Super People design review Thoughts on Super People’s test session To summarize, in the first post I looked at the game’s design from a high level personality based perspective and gave my thoughts on how I thought the developers should have changed the game to make it more fun for a higher number of people. ...

Thoughts on Super People's test session

14/03/2022
design, super people, skill death spiral, luck

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. ...