I enjoy TD’s in general - but none of the others have captured me the same way. Two teams of 4 compete against each other. My all time favourite TD is Mines and Magic. If you don't have interesting and varied strategies, then you may as well be making an idle clicker game where you've got a path that generates income instead of an abstract thing. If there's a tower that helps me economically, then there needs to be interesting decisions regarding its placement as well as how and when to use that tower. If towers are functionally and strategically similar to one another, then there's often no reason to have one or the other. You don't need 10,000 different towers, but you need enough towers to make the player consider thinks like placement and economy in interesting ways. AoE towers may be best near the start of the path, where there are plenty of enemies to hit, but that one tower that hits single targets occasionally may be best later on. I should have to make interesting choices about which towers should be placed where, as well as which towers to upgraded and when. I think the best tower defense games, like most types of game, have interesting choices on the part of the player. I'm sure there are other motivations for other players, but these are the main ones that occur to me. These systems demand significant intellectual engagement to find the best solutions. Puzzle Solving and Complexity: the player needs to engage with intricate, complicated systems. Also, they interact with the aesthetics of the game/map in meaningful ways, for example by lining their tower attack radii with curves of the map. Also they're able to arrive at that state of power over time, through some meaningful progression loop of upgrading, resource gathering.Įlegance and Aesthetics: the player can find solutions that are clean, precise, and pretty. Power and Progression: players can feel powerful, by mowing down tons of enemies, seeing big numbers, getting huge crits, etc. And if their solution is great, they feel a sense of mastery because it performs better than other solutions. Why do players want to play TDs? The motivations I've found:Ĭreativity and Mastery: players can create a solution that's uniquely theirs. The core thesis is that it can help if you focus on player motivations. Shameless plug: I made a video series about designing tower defenses, if that's up your alley: Check out our Discord! Suggestions and feedback Message the Moderators r/Games: A place for informative and interesting gaming content and discussions. r/gamedevclassifieds: A game development classified section to help you find talent, or to help the talent find you. r/indiegaming: The place for all news and developments in the Indie gaming community. r/themakingofgames: For all 'behind the scenes' content of your favorite games. r/devblogs: The latest blog posts from your favorite game development bloggers. r/GameSociety: reddit's "book club" for games. r/ludology: For the serious discussion and analysis of games played on a computer, board, field or any other interactive media. r/tabletopgamedesign: All things related to designing tabletop RPGs, wargames, board, and card games. r/gamedev: All things related to game development, programming, math, art, music, collaboration. If your post isn't related to game rule crafting, consider posting in one of the following subreddits: Please report any submissions or comments violating these rules using the report button. Show-off posts are only allowed as game design case studies (Tell us how/ why you developed an interesting game design concept in your game)ģ) DO NOT link to an article or video without providing a short summary. All submissions must be related to Game Design.Ģ) DO NOT post self-promotion, job posts, sales, surveys, polls, low-effort posts, memes, jokes, etc. "how do I fix this problem in Unity?" or "how do I get a job in the game industry?" Try /r/gamedev instead. Posting rulesġ) DO NOT post about general Game Development, e.g. If you're new to /r/GameDesign, please read the GameDesign wiki for useful resources and an FAQ. Game Designers of all experience levels are welcome! Posts about visual art, sound design and level design are only allowed if they are also related to game design. Posts about programming, making assets, picking engines etc… will be removed and should go in /r/gamedev instead. This is NOT a place for discussing how games are produced. If you're confused about what game designers do, "The Door Problem" by Liz England is a short article worth reading. It's about the theory and crafting of mechanics and rulesets. Game Design is a subset of Game Development that concerns itself with WHY games are made the way they are.
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