That idea hit me hard in a last run of Last Starfleet P4. It was a real hurdle in design, but one that I think we have overcome.
David turned me on to a difficulty analysis of an excellent game called Sentinels of the Multiverse, by Greater Than Games.
Their analysis was performed post-publishing and was actually just a submission archiver – people report their win/loss results and over time the database grows. While the method won’t help proactively balancing difficulty in the game, it is interesting how extreme the swings are in such a popular published game.
- Here’s a more straight forward tool, but it is based on the same data. http://x.gray.org/sentinels-
- This is basically “big data” analysis as described in http://www.forbes.com/sites/
What ensued, over the last week was a very detailed analysis of difficulty and how deck choices effect the sum of that difficulty, quantified down to the individual card content level. I… was not seen for days. 🙂
Soon, a P5 will be printed and play tested. The most critically important difference, is that every formation follows rules meant to level difficulty. So if a small number of play tests reveal a game that is too hard, that feedback can be applied throughout the whole “system.” The math, however tedious, should reduce the required play tests from the thousands to the low hundreds.
Last Starfleet has got its groove back…