Guidelines for Strategy Game Design

A functional and lightweight game design manual by Level 99's D. Brad Talton Jr,
on how to create tense, dynamic, decision-driven games.

§ 4.4 - Play ends when the outcome is apparent.

§ 4.4 - Play ends when the outcome is apparent.

§ 4.4 - Play ends when the outcome is apparent.

At some point, a winner will be clear. Someone’s engine comes online or pulls ahead, or someone starts to generate points quickly enough that the rest of the players can’t hope to catch up.

This is especially true in games with no endgame scoring or secret scoring conditions.

In this case, it is the responsibility of the designer to identify a condition when the game is truly over and to end the game at that time. The finish line should be set right as close as possible to the moment when victory is actually achieved.

Leave a comment

* Required fields

Please note: comments must be approved before they are published.