Flash Thoughts: Papers, Please - Scarcity

The scarcity of time only works because other variables stem from it. For example, because players don't make much money per day, the average player can't pay for both food and heat consistently. Players always feel the strain of forcing their family to endure one type of sadness or another. The lore of making your family suffer + the mechanics of losing the game if you go broke turn cash into a premium resource. Therefore, the scarcity of money motivates players to work as quickly as they can and optimize their reading skills. Your money troubles also motivates you to take bribes, which is useful for introducing quandaries. Linking variables like this gives a kind of distance from the time variable. Technically, what you mostly need is money, not specifically time. Instead, you kind of force yourself to optimize time on your own as the 'solution' to money problems. I think when the player puts importance on time on their own, it really helps them get invested in the game.

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Guide: Deckbuilder Tips for Beginners + Prompts for the Experienced (Part 3/3)

There's a kind of tension for players who are concerned about playing well, and it's this: if you care a lot about victory and defeat, and you're grinding out lots of games to try and improve, you'll naturally start adopting patterns of play. Developing patterns is mostly good: save mental energy by formulating frameworks and strategies to follow, right? You had a great run with a specific card, so every time you see that card, you remember what synergies generally worked and try to replicate them.

But adopting patterns creates problems when you start to accept too many things as a given. For example, "thin decks can be good with certain cards" can easily become "always keep your deck thin". Or "This card combo is pretty strong" becomes "I see this combo is available, so I'll ignore other potential strategies".

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Design Tips: Power Curves

Put simply, a power curve is the average value a player gets in exchange for spending a given amount of resources. It’s most often used when discussing card games like Magic the Gathering, Yu-Gi-Oh!, Gwent, and of course Hearthstone, but it is still applicable to most games. As a general rule, the more resources you spend the more value you should get, and this relationship tends to be linear.

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