Post by marxlives on Aug 13, 2020 17:02:32 GMT
Warmachine's little sister - Guild Ball - has been anounced done.
The publisher presents reasons for this. They look surprisingly familiar, don't they ?
Be careful what you wish for. We set out to make the cleanest, most balanced miniatures game you could play at that time. And we achieved this hands down, flat out, nailed it!
Guild Ball truly was a competitive player’s dream. It rewarded player skill and experience, with a very flat probability curve to minimize variance. The competitive scene grew and grew.
But this ended up hurting the lifespan of the game.
Guild Ball became the type of game where you win your first game (demo) and then lose the next 100 games. When matched against a lesser skilled or inexperienced opponent, a better player would simply win the vast majority of games.
As the competitive scene began to dominate, the design space for wilder, more ‘fun’ elements began to shrink. New minis were either ‘OP’ or ‘trash-tier’ the second they were announced. Why take a new model when model XYZ already filled the role?
The style of gameplay changed to low-risk, ultra-conservative play where the ball was often deliberately side-lined.
Guild Ball truly was a competitive player’s dream. It rewarded player skill and experience, with a very flat probability curve to minimize variance. The competitive scene grew and grew.
But this ended up hurting the lifespan of the game.
Guild Ball became the type of game where you win your first game (demo) and then lose the next 100 games. When matched against a lesser skilled or inexperienced opponent, a better player would simply win the vast majority of games.
As the competitive scene began to dominate, the design space for wilder, more ‘fun’ elements began to shrink. New minis were either ‘OP’ or ‘trash-tier’ the second they were announced. Why take a new model when model XYZ already filled the role?
The style of gameplay changed to low-risk, ultra-conservative play where the ball was often deliberately side-lined.