Category: Game Design

A series of articles on how you can use Machinations to make informed game design decisions, reduce guesswork, and spot flaws in your game.

29/06/2021 Cezar

Battle Passes: How to balance them

Battle Passes are looking like an established trend in free-to-play games, especially PVP, slowly substituting the older aspirations of subscription models that have only been successful for a...

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29/06/2021 Machinations

What Is Game Economy Inflation? How to foresee & overcome it in your game design

Virtual economies have become a feature of an increasingly large number of modern games and, like any other economy, the in-game ones need to deal with economic factors like inflation. Handled...

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25/05/2021 Izel Levi

Creating an Interactive Endless Runner

As part of the Academia Panel, I was kindly invited by the Machinations crew and got the chance to demonstrate our final project for our Innovative Game Mechanics course. As I was entering my 3rd...

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24/05/2021 Machinations

An In-Depth Look at Gacha Boxes

As more and more games transition to, or are created in, the free-to-play model, certain free-to-play mechanics have come under greater scrutiny. One of the more contentious forms of free-to-play...

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12/05/2021 Cezar

What deconstructing Supergiant’s Hades taught me

During one of the most popular webinars we ran, I presented a deconstruction of Supergiant Games’ Hades. It’s one of my favorite games, I spent a total of 55 hours playing it, did 92 runs, of...

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05/05/2021 Machinations

Game Economy Design in Free-To-Play Games

Despite the name, free-to-play (F2P) games are big business. According to a year-end report by SuperData Research, the F2P games market is worth a staggering $98 billion and has seen a 10% increase...

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11/08/2020 Mihai

How to create and balance a gacha in Machinations

Riding the success wave of battle royalesque games, cosmetics and collectables have become the items most game economies are based on. Nothing new about them, nor about the gacha boxes used to serve...

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