Game design mistakes tend to take one of two forms: (1) an issue or improvement was never considered when it should have been; or (2) an issue or improvement was considered and the wrong decision was made.
Upon identifying the first kind of mistake, the solution tends to be relatively simple – you’ve found an improvement so implement it.
An example discussed in a previous week (pushing players forward), a playtester asked a simple question “why do items cost anything?”. It was a suggestion we hadn’t considered, but it offered a solution to a problem with very few drawbacks, so it was quickly implemented.
The second kind of design mistake (where choices are deliberated upon then the wrong conclusion is reached) is more difficult to address. Part of this is simply pride, human beings (including those on the Aethermon team) don’t like admitting they’re wrong. But more than this, these are design decisions that have very strong reasons for being made, and tend to require a larger shift in perspective to address.
Aethermon faced this kind of mistake when balancing Aethermon Specific Battle Moves against Battle Moves in the universally available set.
Tune in next week as we breakdown this mistake and how it was addressed.
Stay humble AetherRent