In my previous post, I discussed a number of problems we were facing at the time. Testing showed that the changes described successfully addressed the issues identified.
This time, I want to focus on a single change that wasn't prompted by any particular problem. It was simply an idea that seemed a little out of place for our genre but turned out to be surprisingly effective (and interestingly enough, it too came directly from card games).
I'm talking about Turn-Based gameplay. In probably 99% of card games, players take turns. The advantage of this is that while one player is making their move, the others have time to think about their next steps, which makes the game more strategic and less random. By structuring time in this way – where part of the time a player is thinking, part of the time they are actively making decisions, and part of the time they are observing and reflecting – you can keep the player engaged for much longer. Our brains love solving problems presented in the form of games, but they also tire quickly and need some time to rest or focus on something else. This concept is closely tied to a game design principle known as the "Difficulty Saw".
Let me briefly explain what that is. To give the player a sense of progress in the game, the difficulty level should gradually increase. But how fast should the difficulty ramp up? If it increases too slowly or too quickly, the player may either get bored or feel overwhelmed. One of the most successful approaches is to raise the difficulty continuously, but with occasional sharp drops, as shown in this type of graph:
The graph forms a shape resembling a saw blade, which is why it’s called the "difficulty saw". With this kind of pacing, the player constantly feels a sense of progression, but the game doesn't suddenly become overwhelmingly difficult. At the same time, it provides moments where the player can catch their breath and take a break from challenging trials. For more details, you can check out this article: The idea of a difficulty curve is all wrong
Since in competitive games, difficulty is directly influenced by the opponent, it’s more accurate to talk about tension and stress experienced by the player rather than difficulty. In this context, the stress curve takes the place of the difficulty curve. The "sawtooth" stress curve is also applicable to MOBA games. When a player is holding their position in the lane, they’re constantly clashing with their opponent, which keeps them on edge and increases stress. As health and mana gradually deplete for both players, the stress level rises. However, at some point, a hero can retreat to the base, heal, purchase new items, and then return to the battlefield. During this time, the stress level drops significantly because the hero is now stronger and healthier.
Turn-based mechanics in board games easily create these stress swings, which enhances player engagement. This led me to the idea that adding some form of alternating phases to my gameplay could be beneficial. So, here’s my solution.
The entire builder’s gameplay is divided into two phases: the resource collection phase and the purchasing phase. These phases alternate every 30 seconds. However, while one builder is in the resource collection phase, the other builder will be in the purchasing phase, and vice versa.
Resource Collection Phase
You can recognize this phase by the pickaxe icon in the bottom left corner of the screen (the number next to the icon shows how many seconds are left until the end of the phase).
At the start of this phase, the builder’s stamina fully regenerates, allowing them to collect up to three resources in the next 30 seconds. However, any unused stamina is lost at the end of the phase. Since there’s no stamina regeneration, players can only gather resources during their designated collection phase. Attacking gnomes, minions, or other players doesn’t consume stamina, so builders can fight at any time, regardless of their current phase or stamina level. But there’s one critical condition! If the builder attacks anything other than a resource, their entire stamina depletes to zero. This means that if they engage in combat during the resource collection phase, they’ll be unable to gather any more resources for the remainder of the phase.
Purchasing Phase
You can recognize this phase by the coin icon in the bottom left corner of the screen.
During this phase, the builder can buy no more than one card from each queue (as I mentioned in the previous post, there are two card queues). Cards cannot be purchased outside of this phase. Additionally, the pickaxe cannot be used to gather resources during this phase, but the “Stealing” spell can always be cast, even during the purchasing phase or when the player has no stamina. Not only does this spell allow you to gain an extra resource, but we’ve also added a small area-of-effect (AoE) damage component that affects both players and minions. Since the damage is AoE, the builder can deal significant damage to clustered minions. It can also be used to finish off an escaping enemy. You can even time it so that when an opposing builder rushes to collect a resource during their collection phase, you can cast “Stealing” to both steal the resource and damage the opponent.
What Does This Two-Phase Gameplay Offer?
First, it introduces the stress saw. The resource collection phase is more stressful because the player needs to run around the forest gathering resources without getting into fights. Engaging in combat would mean losing the chance to collect resources, and the next opportunity won’t come for another minute. On the other hand, the purchasing phase (especially at its start) allows the player to relax. The opponent is preoccupied with their own tasks, giving the player time to study the cards on the table, decide what to buy, or plan what resources to save for. Essentially, the player can map out their strategy for the next minute of gameplay. If all plans are set and the necessary cards are purchased, the player can use the remaining time to chase down their opponent.
Second, having two distinct phases provides players with a clear understanding of what they should focus on at any given moment to use their time efficiently. During the purchasing phase, the player buys cards and plans the next purchase while possibly hunting down their opponent. During the resource collection phase, the player focuses on gathering resources for the next purchase while avoiding danger. This system encourages players to make thoughtful decisions, something I’ve emphasized earlier, which ultimately makes the game more engaging.
Sounds promising – let’s put it to the test!
Write a comment
pzuko89 (Friday, 04 October 2024 03:33)
no no no no no PLEASE don't say the next FoN is going to be turn-based! and PLEASE don't make FoN2 turn-based! The way you have the games play normal is just fine, please please please don't make them turn-based
Artem (Sunday, 06 October 2024 09:51)
pzuko89, Rest assured, the turn-based mechanics only apply to this PvP mode. I am in no way going to make the Force of Nature itself or its future parts turn-based. And in this PvP mode, the turn-based mechanics actually only mean a change of phases, and the game itself always works in real time.