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AsymmetricalDistribution


If all players are exactly equal, there may be little need for PlayerInteraction, and less possibility for ?Replayability.

Asymmetrical distribution was put forward by Noah Falstein (with help from Teut Weidemann) in Better By Design (August 2002). He put it in terms of a "real time strategy" ComputerGame. If, for instance, there are two types of resources in the game, of which a player needs both, putting most of each resource in one player's territory will limit players' growth while just keeping to themselves. In order to build more, a player will have to go raiding, which drives conflict in the game and keeps it interesting. A foothold in all resources also creates PositiveFeedback for the player who took the initiative and succeeded.

Related concepts:

Widely applicable (and widely implemented), this technique can be used to keep player interactions fresh and interesting.

Examples:

Therefore, in general, distribute game resources evenly, but not symmetrically.


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