Game Design Library is a hand-curated, catalogued collection of game design links. Learn more
https://www.youtube.com/watch?v=Nj7EaryBgak
crafting cross-game analysis oil theory mechanics balance
An in-depth look at the three components of crafting systems: collection, crafting, and usage - and how to make them shine; mistakes to avoid that make crafting laborious; how to make simple crafting meaningful; and when your game should and include crafting: to give players control over the way they play, and an organic way to interact with the mechanics.
https://www.youtube.com/watch?v=fMFkd7edBR0
critical-hits mechanics balance
Critical hits are deceptively simple: add more damage randomly. You can change both aspects (when to crit, and what to crit) to create unique mechanics, such as extra status effects, skill-based critical hits or even negative critical hits. Critical hits work well in some genres (RPGs, first-person shooters), but can frustrate in others (fighting or tactical games).
level design difficulty balance Super Mario World CCST
An introduction to the challenge, cadence, skill-theme system Nintendo uses in Mario and other games. You design challenges, evolve them into qualitatively different types, expand them into quantitatively bigger challenges, and ultimately combine these tools together to craft interesting, balanced challenges for players.
https://www.reddit.com/r/JRPG/comments/m5u2we/guide_to_all_the_different_antigrind_mechanics/
JRPG balance dynamic difficulty cross-game analysis
Many JRPGs created interesting designs that don't require or allow players to grind, such as scaling enemies, reducing or eliminating XP, level caps, not respawning monsters, and penalizing the player; this thread lists pros and cons, too.
Over-nerfing in MOBAs solves the problem immediately and gives immediate feedback on the results. Under-nerfing leaves the problem running for a long time and doesn't give immediate feedback.
https://twitter.com/tanyaxshort/status/1301990872645468160
A concise Twitter thread explaining how to balance any arbitrary system in your game, such as damage, starting with the user experience and big-picture goals, all the way down to fine-tuning your final formulas.
https://www.gamedeveloper.com/design/the-reset-problem-a-case-for-single-player-matchmaking
single-player dynamic difficulty balance matchmaking roguelike
In single-player games, players die, restart, and often have to grind through boring/easy content. Players don't get to practice long at their highest skill level. There are some game-design solutions to that: dynamic difficulty, and single-player matchmaking. Specific advice about roguelikes here and here.
RPG JRPG balance project management
How to balance a JRPG from a high-level: knowing your audience, adjusting difficulty to achieve the intended game time, taking into acount progression, and balancing difficulty.
https://kotaku.com/how-to-balance-an-rpg-1625516832
single-player RPG JRPG balance classes
Why and how to design your single-player RPG character classes so that they're mechanically interesting. You want players to make interesting choices through trade-offs. Make big differences, play-test, and use spreadsheets to balance.
https://www.deengames.com/blog/2018/the-brilliance-of-bastions-flexible-builds.html
Bastion allows player flexibility and experimentation with different builds, by allowing you to pick your choice of weapon and character upgrades, and swap them at any time between levels.
https://gamedev.stackexchange.com/questions/83251/why-are-character-classes-used-in-game-design
RPG JRPG roguelike MOBA balance classes
Benefits of adding classes instead of using a class-less system in your game. They make it easier to balance, they help new players, they can provide class-specific quests or story plot points, and more.