Game Content Creator | xZynga-Rollic | Product Manager / Business Development Manager | Game Prototyping & Strategy Growth |
⚖ I've questioned this since I started game design training years ago. Do games need more math or more creativity? We know recent successful games blend both. But if we had to choose one, which is more ''vital''? Creative mechanics: ↳ Offer unique, engaging experiences. ↳ Sparks innovation and emotional connections. ↳ Drives story, art, and immersive worlds. Math brings: ↳ Structure and balance to gameplay. ↳ Reliability and fairness in play. ↳ Polished feeling overall. A great game requires both elements in harmony. Balance is not easy to accomplish. Ultimately, a designer’s vision determines the focus. So, what's more crucial in your design process? Cheers! #gamedesign #videogames PS: One without other would never go far.
I'm a firm believer that all games are played because of certain emotions those games evoke in people. So people are driven to certain types of games or other activities, according to the emotion that currently resonates with them and that they want to experience. Those needs are different for different people. So is the importance of a game's focus on "creativity", "balance", etc. So, the focus shouldn't be dependent on somebody's design process. It shall depend on what's important to bring FUN AND ENGAGEMENT to a player audience we're trying to serve here. Additionally, have to support Ricardo Carretero Vila here in this thread. Game Balance and Math are more of a content-making tool here. In the first place, we need to understand what's fun and what exactly we want our players to experience and then balance it accordingly (if needed).
Its a matter of System Driven games vs Iteration driven games for me, at least thats how I like to classify games. System Driven games e.g. management, tycoon or Looter Shooter games (which often include live service games ofc) are highly driven by deep systems and numbers. Their focus is on the numbers feeling good. An iteration driven game e.g. a puzzle game, adventure games etc. are not focussed on numbers and more abstract and creative aspects. Both have their challenges. System Driven games need to be way more planned out early and they come together very late. They are also usually super heavy on Data management and UI/UX flows. Iteration Driven games are....well, much more reliant on iterating and polishing things with way more playtesting and iterating. System Driven games can be VERY hard as game designers, because you need to have a very strong clear vision that you need to follow for years before seeing the final result. As such, it can be very depressing to not test out your theories right away and you must do a lot more work to convince the doubters. Why? Because it takes so long for things to work out, that often people have massive doubts until they finally do come together.
I would say it's 2 different phases of a game's development. At first you need to be really creative then you have to balance and polish it to make the game better. So to answer the question, there is no math without creativity as it comes first.
Games that better scale are those that blend both. However, I would say a "good and creative" game could scale even with bad balance, but a "bad and not creative game" would not scale, no matter the game balance you use. Words from an economy designer. I love numbers, but quality and fundamental fun is always first.
Game balance is a form of creativity by itself 😊
Gökhan Üzmez, have you found one to be more challenging to implement than the other?
I think for me, the creative vision comes first, but the math helps me refine it into something players will truly enjoy. It's about translating that spark of creativity into a balanced and engaging experience.
What games need is Systemic Design, that is an art on itself.
Associate Director of Systems and Economy Design at King
5moConsidering math and creativity as 2 different elements is a bit misleading in my opinion. Many of the emotional connections you would catalog under "creativity" rely on well established patterns and periodicities. The rithms at which things happen, which make a game feel in flow, are mathematical in nature. The majority of Eurogames are pure math, with some flavour on top to create a fantasy. I think we often get lost in discussions about how much design happens in front of an excel sheet vs how much design happens in front of a white paper or a playable prototype. Math is not the excel sheet, but rather another tool in the creativity stack. I find the separation/confrontation between math and other creative tools to be quite harmful.