Balance in Game Design
PAX South 2018
Balancing games is deceptively difficult. Even worse, there are subtle reasons why even if a game is perfectly, mathematically, demonstrably balanced, players will likely have even LESS fun. From systems like Microsoft TrueSkill or ELO rankings to everyone complaining about how overpowered Hanzo is (he’s not), join GeekNights for an exploration of how and why (and sometimes why NOT) to balance games.
Presented by Rym and Scott at PAX South 2018
Scared Yet: A Discussion of Horror in Games
PAX South 2016
Rym appeared at PAX South 2016 alongside several smart people on a panel about horror in games, moderated by Kris Straub!
Jump scare! Kris Straub (Broodhollow, Candle Cove) and a panel of esteemed horror and video game enthusiasts hold an informal roundtable on where fear works best in gaming, and where it doesn't make the cut. Come for the frightening… stay for the enlightening! Nope, that was bad. Please delete that.
Kris Straub [Chainsawsuit], Alanah Pearce [Editor, IGN], Dabe Alan [Penny Arcade], Rym DeCoster [Producer, GeekNights], Alex Steacy [Loading Ready Run]
PAX South 2015
We’ve all played “bad” games, but what truly makes a game “bad?” Is one’s miserable experience not simply subjective opinion? It turns out that the problem is not in defining what makes a game “bad,” but in what makes a game a “game.” Candyland teaches children colors and counting, but is terrible for a serious tournament. Dungeons & Dragons is great for that heroic fantasy adventure, but not so much for your future cyberpunk transhumanist court drama.