In occasions like this, it’s good to look again at different long-running video games that also run at the moment and the way they solved (or at the least pushed again on) complexity and energy creep.
Magic: The Gathering has been the most well-liked collectible card sport on the earth for over three a long time. In that point, the publishers have created many tens of 1000’s of various playing cards. As such, deck constructing complexity is doubtlessly off the charts. Nonetheless, Wizards of the Coast discovered early that preserving a number of sport codecs, and pushing their fundamental format (customary) as a rotating format. Which means their customary decks are solely authorized if they’re comprised of playing cards from the most recent units, reasonably than any card printed since 1993. This rotating format system proved extraordinarily efficient at sustaining a constant energy and complexity stage for many gamers – a lot in order that different collectible card video games have adopted an analogous strategy. Playing cards above price on the facility or complexity curve can nonetheless have their time within the highlight, after which rotate out such that almost all gamers now not should take care of them.
World of Warcraft had an analogous subject the place energy and complexity was constructing at an exponential price with every enlargement pack as a result of each enlargement wanted to invalidate raid gear from the earlier established order with the intention to entice gamers to maintain taking part in. Nonetheless, since WOW should proceed to help all content material they’ve ever launched eternally, doing a little sort of content material rotation was not within the playing cards. As an alternative, World of Warcraft would introduce the idea of the “stat squish” the place energy and complexity curves could be flattened – a kind of international cutting down of energy to maintain the complexity and energy of latest content material from getting too ridiculous. Since previous content material was, for probably the most half, solely there for achievements and cosmetics and never for precise character development, the quantity of energy these previous gadgets wanted could possibly be squished down with minimal participant complaints.
These are two profitable strategies different long-running video games have used to resolve their complexity and energy creep points. These are clearly not the one methods to deal with this – there’s a fairly extensive open design area to handle this subject. I believe that FEH will possible finally must take some steps to handle the complexity and energy creep, given the large energy variations between the discharge models and the present variations. What may some various choices be for decreasing energy and complexity for legacy content material?
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