Asymmetry between players is one of the designer’s best – and most challenging – tools. Not only does it spice up the experience of playing the game, when implemented well it also greatly enhances replayability. Let’s look in detail at the impact it can have, along with why it’s sometimes so hard to incorporate.
What Does Asymmetry Add?
The more new experiences a game can provide players the more replayable it is. One of the best ways to expand that variety is with asymmetric factions. In the original Civilization all of the civs were identical, so outside of one’s imagination there was no reason to ever play anyone but the default. In Civilization 5 this is no longer the case, and the goal of the design team was to have factions that were unique enough to all be worth playing, but not so much so that these differences stole the show from the core mechanics.
Posted by Jon Shafer on January 9, 2013
One of the strategy genre’s most important dividing lines is the manner in which time passes – is it continuous, as in the real world? Or is it segmented into phases designed to restrict player activity? Many strategy fans favor one over the other and the “debates” between these groups often grow contentious. When a prominent series switches sides it often leads to proclamations of imminent doom, or at the very least a fair bit of teeth-gnashing.
While there’s certainly been a great deal of conversation pertaining to this topic, rare are truly comprehensive studies which seek to identify what differentiates turn-based games from their real-time cousins. Good designers need to be well-versed in the strengths and weaknesses of both.
Posted by Jon Shafer on January 3, 2013