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Designing Turn-Based Systems Print

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Play without time pressure.

WHAT TURN-BASED PLAY PROVIDES

Time to consider Complexity that real-time could not support Accessibility, since reflexes are not required

WHAT DETERMINES TURN ORDER

Fixed sequence Initiative or speed values Action point accumulation

WHAT ACTION POINTS PROVIDE

Choice about how much to do, and trade-offs within a turn.

WHAT INFORMATION THE PLAYER NEEDS

What each action will do What the opponent can do The consequences of positioning

WHY FULL INFORMATION MATTERS

Turn-based decisions are only meaningful if the player can reason about them.

WHAT HIDDEN RANDOMNESS DESTROYS

The sense that outcomes follow from decisions.

WHAT TO DISPLAY

Probabilities, where randomness applies.

WHAT TO CONSIDER

Whether randomness is needed at all.

WHAT PACE PROBLEMS ARISE

Turns taking too long Waiting through opponent turns Animation lengths compounding over many turns

WHAT TO PROVIDE

Speed controls, and the ability to skip animations.

WHY

Players who have seen an animation a hundred times want it faster.

WHAT TO TEST

A long session, where pacing problems accumulate.


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