Fun, Agency, and the Perception of Balance

If you’ve spent any time browsing around gaming forums, you’ve likely stumbled upon countless posts calling for nerfs. Players are often quick to point out what things they believe are overpowered and that need to be immediately addressed. A lot of this stems from the perception that the role of a game designer is to ensure their game is perfectly balanced, and that if the game isn’t balanced they must step in to fix their mistakes.

Here’s the thing though: game balance doesn’t really matter very much.

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Deltarune: Making Meaningless Choices

If you’ve played Undertale before (and I’m assuming that you have), you’ll know that one of its defining features is player choice. It’s a game that allows you to kill literally everyone you meet (genocide run), befriend everyone you meet (pacifist run), or do something in the middle. Each of these playstyles results in significant meaningful changes to the gameplay and story. So naturally, when you start playing Deltarune, you would expect to be able to make the same range of choices.

But here’s the thing about Deltarune. Your choices don’t matter.

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