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2025 Mobile Games Marketing Predictions

Deconstructor of Fun

Looking ahead, the biggest opportunities I see for growth and innovation in 2025 will center around advancements in AI-driven content creation, new monetization opportunities utilizing e-commerce, loyalty programs, and hybrid casual. and Creatify: For video-based ads featuring AI-generated actors. Poolday.ai

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From Casual to Complex: 7 Trends that Shaped Gaming 2024

Deconstructor of Fun

Revamping Mechanics to Match User Expectations Mechanics like tile placement have surged in popularity as they blend accessibility with high engagement. AI and Automation Reshape UA and Monetization AI and automation are now changing how games are marketed, putting product quality at the center of user acquisition.

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Old World Designer Notes #3: One Unit per Tile

Designer Notes

The big change that always gets mentioned when going from Civ 4 to Civ 5 is one-unit-per-tile (1UPT), which is interesting as 1UPT is purely a mechanical – as opposed to thematic – change. Generally speaking, opinions were divided over (although largely in favor of) the success of one-unit-per-tile.

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Old World Designer Notes #2: City Sites

Designer Notes

In the original version, one player discovered that the optimum strategy was to cover every fourth tile on the board with a city, a mind-numbingly boring strategy that was always the best choice. Namely, building an urban improvement and producing a specialist on any tile extend the city borders in all six directions.

Tile 52
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My Elephant in the Room, Part 1

Designer Notes

So, why should I go back to make a historical, tile-based 4X game? Civ inherited this mechanic directly from Empire, a game from the 80s which had much of the same tile-based, turn-based combat as Civ but without the scope of all human history. New borders would come from tile specialists and urban improvement.

Tile 98
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Old World Designer Notes #6: Citizens and Specialists

Designer Notes

With that preamble done and due praise given, it is all the more remarkable that one bad game mechanic has been preserved from version to version, tweaked perhaps, adjusted at times, but still as clumsy, fiddly, and unnecessary in 2021 as it was in 1991 – the system of placing citizens on tiles.

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Old World Designer Notes #11: The End

Designer Notes

There’s just no way to balance a game with that much variability, and I was afraid to put my thumb on the scale and start covertly killing off rulers who had overstayed their time on the throne. Of course, one might ask, wouldn’t the player lose if the AI fulfills their ten ambitions first? We were being so old-fashioned!

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