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Blog Post: The runaway leader problem, catch-up mechanics & player engagement

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GamesPrecipice
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Joined: 12/19/2013

This week we are covering positional balance which addresses some possible solutions for the runaway leader problem. Also discussed are some example catchup mechanics and how keeping players closer to the leader is important to keep players engaged in a game.

http://www.gamesprecipice.com/positional-balance/

donut2099
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Joined: 01/09/2014
Good article, at least I

Good article, at least I learned some useful things :) I don't like your site layout though. I'm stuck on a little android phone and your page puts a widget in front of the text I'm reading as I scroll down, takes a while for it to move out of the way. I don't think there was any way to close it. But do keep posting good articles .

anonymousmagic
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Joined: 11/06/2013
I feel that if you need catch

I feel that if you need catch up mechanics to get players closer to the leader, the designer hasn't done their job. The player in first place shouldn't have the ability to become a runaway leader in the first place, mostly by proper balancing.

questccg
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Joined: 04/16/2011
Very common

anonymousmagic wrote:
I feel that if you need catch up mechanics to get players closer to the leader, the designer hasn't done their job. The player in first place shouldn't have the ability to become a runaway leader in the first place, mostly by proper balancing.

Well I believe this can happen in any game where *luck* or *chance* is a part of the game. All roll & move (old-style) games can suffer from this. The list is long but includes Monopoly, Clue, Snakes & Ladders, The Game of Life, etc.

In my current WIP it is possible to have a *lucky* roll based on your choices (Risk taking). Sometimes it can pay off to take a risk... Obviously if this happens, the opponents will work *hard* to try to catch or destroy that player!

devaloki
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Joined: 01/15/2014
Runaway leader mechanics

Runaway leader mechanics encourage players not to play the game good, it's for casuls

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