What is POWER CREEP? (And How to AVOID IT!) | Game Design
Summary
TLDRIn this episode of 'Draw Five Move Five', host Gabe explores the concept of power creep in game design, using Yu-Gi-Oh as a case study. Power creep, where new content outperforms older elements, can alter a game's dynamics and audience. Gabe discusses strategies to mitigate this, such as creating counters, using ban lists, and introducing incomparables to maintain balance. The video also promotes 'Legacy's Allure', a card-based war game seeking playtesters, emphasizing the importance of community involvement in game development.
Takeaways
- 🎮 The video discusses the concept of 'power creep' in game design, which is the gradual increase in the power of new content over time, making older content less relevant.
- 👾 Power creep can drastically affect gameplay and audience composition, as seen in the example of 'Yu-Gi-Oh!', which has a large and dedicated fanbase despite being unbalanced.
- 📈 To avoid power creep, game designers must carefully consider the power curve, which plots the cost and power of game pieces, ensuring new content fits within this curve without overshadowing existing elements.
- 🛠️ Introducing new game content to keep a game fresh can inadvertently lead to power creep if not properly balanced, as new elements may become too powerful compared to their cost.
- 🔄 Power creep can be mitigated by introducing counters to powerful game pieces, which can bring them back in line with the game's balance.
- 🚫 Another method to avoid power creep is through the use of ban lists or creating multiple game formats with different restrictions, allowing for a controlled power level in competitive play.
- 🔄 The video suggests that introducing mechanically diverse tools, or 'incomparables', can help avoid power creep by providing players with choices that have different strengths and weaknesses rather than simply being more powerful.
- 🔄 'Yu-Gi-Oh!' has attempted to manage power creep by embracing it to some extent, with every card now having multiple effects that either boost consistency or interact with the opponent.
- 🎲 The video also mentions 'Legacy's Allure', a fantasy war game seeking playtesters to help balance its factions, emphasizing the importance of community involvement in game development.
- 📅 The channel's anniversary is in May, and the creator is aiming to reach 1,000 subscribers by then, highlighting the importance of community support for content creators.
- 📝 The video encourages viewers to engage in the comments section to discuss power creep, share thoughts on the topic, and suggest other games that manage power creep effectively.
Q & A
What is the main topic discussed in the video script?
-The main topic discussed in the video script is 'power creep' in game design, its effects, and how it can be mitigated or avoided.
What is the definition of 'power creep' as mentioned in the script?
-'Power creep' is defined as the concept where new content in a game becomes more powerful over time compared to the previous content, making older content irrelevant and potentially changing the game significantly.
Why is 'power creep' considered a problem in game design?
-'Power creep' is considered a problem because it can lead to older game pieces becoming obsolete and can drastically affect the balance and play style of a game.
What game is used as an example to illustrate 'power creep' in the script?
-Yu-Gi-Oh is used as an example to illustrate 'power creep' in the script, highlighting how it has affected the game's balance and design over the years.
What is the 'power curve' mentioned in the script?
-The 'power curve' is a concept where each game piece has a cost and respective power, and the average of these two elements can be plotted on a curve to represent the balance between cost and power in the game.
What are some strategies mentioned in the script to avoid or mitigate 'power creep'?
-Strategies mentioned include providing counters to overpowered elements, using ban lists or creating multiple formats with different restrictions, and introducing mechanically diverse pieces that are incomparable to prevent direct power level comparisons.
What is the role of 'counters' in managing 'power creep'?
-'Counters' are game pieces introduced to penalize or negate the strengths of overpowered elements, helping to bring them back in line and maintain game balance.
What does the script suggest about introducing new content to a game?
-The script suggests that while introducing new content can be exciting and draw in players, it must be done carefully to avoid causing 'power creep' and disrupting the game's balance.
What is the significance of 'incomparables' in game design as discussed in the script?
-Incomparables are game pieces with mechanically diverse tool sets that offer different advantages and strategies, making it harder for any single piece to dominate and thus helping to prevent 'power creep'.
What is the game 'Legacies' Allure' mentioned in the script and how does it relate to the topic?
-'Legacies' Allure' is a card-based war game sponsored by the video, which is mentioned as an example of a game with a clean and simple gameplay loop that avoids randomness, providing depth and replayability without the issue of 'power creep'.
What is the script's stance on the idea of not introducing new content to avoid 'power creep'?
-The script humorously acknowledges the idea but dismisses it as impractical, suggesting that instead of avoiding new content altogether, game designers should implement strategies to manage and mitigate 'power creep'.
Outlines
🎮 Power Creep in Game Design
The script introduces the concept of power creep, a phenomenon where new game content becomes increasingly powerful over time, rendering older content obsolete. It uses Yu-Gi-Oh! as an example of a game that has experienced significant power creep, affecting gameplay and audience composition. The video aims to clarify misconceptions about power creep and discuss strategies for avoiding it. The sponsor, Legacy's Allure, is mentioned as a fantasy war game seeking playtesters to help balance its power levels.
📈 Understanding and Combating Power Creep
This paragraph delves deeper into the mechanics of power creep, explaining how new game elements can disrupt the established power curve by being more powerful than their cost suggests. It discusses the impact of power creep on game balance and player experience, using the evolution of Yu-Gi-Oh! as an illustration. The script also explores methods to mitigate power creep, such as introducing counters to balance overpowered content, implementing ban lists or different game formats, and encouraging mechanically diverse toolsets to prevent any single element from dominating.
🛡 Strategies for Managing Power Creep
The final paragraph focuses on strategies for managing power creep, emphasizing the importance of providing players with a variety of mechanically diverse options to prevent any single piece from being overwhelmingly powerful. It discusses the use of incomparables—game pieces that serve similar functions but in different ways, allowing for strategic choices rather than automatic inclusion due to power. The paragraph concludes with a call to action for viewers to engage in the discussion about power creep, share their thoughts on the topic, and support the channel by subscribing and participating in community activities.
Mindmap
Keywords
💡Power Creep
💡Playtesting
💡Game Design
💡Balancing
💡Yu-Gi-Oh!
💡Power Curve
💡Incomparables
💡Ban List
💡Counters
💡Game Mechanics
💡Replayability
Highlights
The video discusses the concept of power creep in game design, its effects, and ways to avoid it.
Power creep is described as the gradual increase in the power of new game content over time, making older content less relevant.
The video uses Yu-Gi-Oh as an example to illustrate the impact of power creep on game balance and player audience.
The importance of understanding the power curve in game design is emphasized, relating it to the balance between cost and power of game pieces.
Designers often tweak new game pieces to make them functionally different, which can inadvertently lead to power creep.
The video explains how power creep can cause a shift in what players perceive as good, fine, and bad in terms of game pieces.
Yu-Gi-Oh has attempted to correct power creep through various methods, including introducing cards with multiple effects.
The video suggests that avoiding power creep can be as simple as not introducing new content, but acknowledges this is not practical for game longevity.
Counters, ban lists, and alternative formats are presented as methods to manage power creep in games.
The video introduces 'Legacies Allure', a fantasy war game seeking playtesters to help balance its mechanics.
Incomparables, or game pieces with unique mechanics, are suggested as a way to avoid direct power comparisons and creep.
The video likens power creep to entropy, a natural process in game design that can be managed but not entirely avoided.
Strategies such as creating counters and using incomparables are discussed to maintain game balance amidst power creep.
The importance of player feedback and playtesting in managing and mitigating power creep is highlighted.
The video concludes by encouraging viewers to share their thoughts on power creep and its management in game design.
The channel's goal to reach 1k subscribers by its anniversary is shared, inviting viewers to engage with the content.
Transcripts
this video was sponsored by legacy's
allure a fantasy war game in need of
your playtesting help to start its power
levels off right
thanks to keith and stay tuned for how
you can get involved
okay next video last one didn't do too
well
really need a good one this time next
youtube game design video
easy peasy i do this all the time i am
out of ideas
oh no oh no no no no no
i can't be out of ideas if i'm out of
ideas all this work goes down the toilet
the grind i've been on raising the
channel up is over the community i've
been building dies
and all those horrid voices in my head
that tell me i'm not good enough are to
be right and i can't
no comment oh
yeah let's talk about power creep most
players and designers have heard the
term
power creep it's the boogie man the
monster under the bed that can destroy
an unsuspecting game if it isn't
accounted for
but what it is why it happens and how to
avoid it are often less discussed
we're going to clear up any
misconceptions about what power creep is
and
chat about how we can avoid it today on
draw 5 move 5.
[Music]
hey everyone and welcome to the table my
name is gabe and this
is draw five move five the show we draw
connections between the mechanics behind
our favorite games it is not
lost on me the irony of a yu-gi-oh
player running a game design channel
yu-gi-oh is frankly a hot mess it's not
especially well balanced and though i
adore it
it isn't always the best example for
game design because of how different it
is from other games
how often it completely breaks standard
design convention and makes mistakes
that you figure konami would have a
handle on by now
many people call this game too
overpowered and say that power crepe has
completely
ruined it to that i say you are mostly
right
i don't think the game is ruined it has
a specific and dedicated audience that
enjoys it for the monstrosity it is
today
but it is a great example of how power
creep can drastically affect how a game
plays
and who makes up its audience so today
we're going to discuss
what power creep is why it occurs and
ways to avoid it
let's be candid you like new things i
like new things and developers know that
we all like
new things to keep the game from getting
stale then the most
logical solution is to give us new
things
if done well this can draw in new
players incentivize old ones to return
and get current players to keep enjoying
the game
it's a dream effects a flawless perfect
solution that is if you ignore
power creep power creep is the concept
that over time
new content in a game will be more
powerful than the previous content
as power steadily increases old material
becomes irrelevant
and the game can irrevocably change as
yugi's rather dramatic and unstable
mutations over the years have shown
in order to make new fun stuff actually
new and fun
rather than just a reskin of another
game piece designers will tweak them to
make them
functionally different increasing or
decreasing stats
changing costs providing new abilities
and so on
all of these alterations however run the
risk of taking a game piece
off curve and inciting power creep
every game has something called a power
curve
each piece has a cost and a respective
power and the average of those two
elements can be plotted on a curve
like so things that require minimal cost
to play
generally fall at the bottom of the
curve with low power
while pieces with a greater cost receive
more powerful stats and effects
looking at early yugioh for example
monsters like urbi with his fast feet
and skull red bird with its knife
starring
wings oligie was weird guys had the
highest power for a low cost to play in
legend of blue eyes
the game's first set the release of the
yugi and kaipa starter decks a few weeks
later immediately saw attackers at the
same cost but with a higher
power legend the mystical meaning of a
genie and his fellow buffed out buffoons
were significantly off curve or stronger
than their cost should allow
while powerful pieces like these are
cool they also present a game design
problem why should the player use the
factually worse pieces they already have
when these new ones are better in every
case this is where power creep comes
from
to get players using other game pieces
again the designers either need to
reduce the power of the new pieces
through errata or countering them or
they need to release
more content with similar power and cost
the latter is often the go-to answer and
the resulting mass of high power
low cost game pieces encroaches on what
makes the higher cost pieces
special why spend an extra card to play
succubus knight
other than the multi-armed goth queen
aesthetic when legend can tire in a knot
without the added cost
as a result the same process we saw with
the low-cost cards ripples up the power
curve
and stronger high-cost cards like summon
skull are created to ensure the pieces
in more costly slots are worth playing
eventually a full cycle is completed
correcting the shape of the power curve
while the curves shape is back to normal
the baseline has irrevocably changed
what players perceive as good fine and
bad is now different
cards like skull red bird and herbie
which were good
before are now just fine you might play
them if you want more of the 9 or 10
attackers in your deck but that's about
it
sorry irby your fast feet don't cut it
anymore bud
the cards that were fine like celtic
guardian and with the phantom are now
bad and the cards that were bad rarely
have ever played before
basic insect and company can buzz off
they're not worth discussing
yu-gi-oh has done a few things to try
and correct this but for the large part
it kind of embraces power creep for
better or worse
nowadays every card has several effects
and most either boost consistency by
finding other cards or
interact with the opponent to reduce
their plays and pave a path to victory i
wonder if the people who designed irb
ever dreamed they'd see a monster like
soul eating overraptor
fast feet got nothing on gross teeth
now that we have a good grasp of what
power creep is and how it occurs
is there any way to mitigate or avoid
its effects
thankfully yes the most effective method
of avoiding power creep is not to make
any new content for a game
ever simple thank you so much for
watching
you have my humble and eternal great
okay okay i'm kidding mostly the idea of
expansion packs and supplemental
material didn't start until the 1970s
with tabletop rpgs like dungeons and
dragons introducing additional books for
players and game masters
for a very long time games didn't have
supplemental material of any kind
and plenty still don't introduce
additional material to drive interest
for example chess is one of the oldest
best known and most played games in the
world
yet since the modern version of the game
took shape in the 1800s
it hasn't introduced any new pieces no
archers that can attack from a distance
but the game is just as fun
some rules variants have arisen but none
as popular as the standard version
oh and if you do enjoy chess but one
version with more options and cool
fantasy theming
look no further than today's sponsor
legacies allure which is a card-based
war game with no
randomness you'll select what units you
want to accompany your
hero on the battlefield and fight for
control of the map's center
the basic gameplay loop is clean and
simple just like in chess and the card
interactions and variable setup provide
tremendous depth and replayability
i've played a few games with the lead
designer keith rice and it's honestly
been a blast
reminds me of my olden days teaching
chefs at summer camp with a much
improved level of depth and
far more orcs keith needs clever play
testers to try and break the game's
basic factions and he is running
tournaments with prizing
all you need to do to help out is have a
copy of tabletop simulator on your
computer
and follow the link in the description
to join the legacies of lore discord
community
i hope to see you there now if you
actually
do want to introduce new pieces to a
game and still avoid power creeping out
your old content there
are still quite a few options at your
disposal the first is something we
mentioned a bit earlier
providing counters if powerful elements
get introduced to the game they're too
strong for their cost
introducing pieces that punish or negate
their strengths can bring them back in
line
yu-gi-oh has been doing this a lot over
the years especially since they hit a
critical mass of hand traps in 2017.
these cards are specifically designed to
negate or interact with the opponent's
plays even if you have no cards on your
own
field creating counters is a very
precise
balancing act because by their inclusion
in a game the next
new content may be designed to overcome
them thus accelerating power creep
honestly i think that all of the hand
traps may have had that effect in
yu-gi-oh
most meta decks in this day and age are
able to assemble a competent board
through two interactions of this kind
something they weren't able to do when
hand traps were on the rise
second designers can artificially cut
off pushed content like amputating a bad
limb
this can be done through a ban list
which is yugioh's bread and butter
disposal bin
for cards that were always a bad idea or
by creating multiple formats with
different restrictions to the cards
available
magic to gathering pokemon and
hearthstone do this with their standard
formats
only allowing a certain amount of the
most recent sets to be played in
tournaments
and allow much more of their cards and
history to be usable in another format
such as modern expanded and wild
respectively
this allows problematic game pieces to
cycle out of the tournament heavy
formats
while still being legal to play in other
ways keeping the power level of the
highest competitive play manageable and
allowing a high powered environment with
more pieces to exist for those who want
it
the third and final method is to use
incomparables it's a lot easier for
power creep to occur when the only thing
that's
changed on a new piece is number if it's
higher it's better
end of story by giving different pieces
mechanically diverse tool sets
as long as none are strictly and clearly
more powerful than the others
players can discuss the pros and cons of
each to their heart's content without
any of them ever really causing
power creep in magic gathering doomscar
and descend upon the sinful both serve
similar functions of removing all
creatures from the board
but go about it a little differently one
destroys
one exiles and each has an additional
upside there are reasons to consider one
over the other in a given deck if both
are playable choices
similarly in yu-gi-oh cards like pot of
extravagance and pile of prosperity
both allow the player to draw cards but
the way each does so is different
as are the costs of doing so one offers
more cards but they're random
the other offers a single card but it's
the most useful one from the top
few these incomparables are powerful but
not overly so
and it's a calculated choice whether to
include these cards based on which
options best fit your needs
rather than having to include them
because of how much better they are than
other game pieces for the same
cost and comparables also have the
benefit of being combinable to solve
problems presented when power crept
pieces rear their ugly heads
having multiple kinds of creature
removal can deal with a tricky board
state and
using a draw card can find your answers
to specific situations
faster power creep is a lot like entropy
it's always there slowly influencing a
game over time it's
frankly impossible outrun but when you
know what you're fighting it's a lot
easier to avoid it to plan around it
with a solid understanding that power
creep comes from individually
overpowered content
rippling outward and affecting a game's
power curve we can craft measures like
counters
ban lists alternative formats and then
comparables to put this content in check
before it starts pumping the gas
you're in the driver's seat and your
game's power and speed are entirely
under your control
as long as you keep an eye on power
creep in the rear view mirror
thank you so much for watching you have
my humble
and eternal gratitude what did you think
of the conversation
did this exploration of power creeps
solidify what it is and how it occurs
are there any preventative measures i
haven't covered and what games do you
think keep power creep in check well or
have managed to get a power creep issue
back under control
i'd love to hear your thoughts so let's
keep this discussion rolling down in the
comments
if you enjoyed the conversation
subscribe we're around 800 subs at the
time of recording and i would
love to hit 1k by the channel's
anniversary in may
if you guys can help me make that happen
i'd really appreciate it especially if
you enjoyed the content and you haven't
subbed yet
unfortunately i do have to take the rest
of april off to work on a few sound
design projects
so the next video will be up on june 7th
in the meantime
i'm curious what topics everyone here
wants to discuss
this video was actually a suggestion by
lost geass gaming as you saw in the
intro skit
anyway dingling that notification bell
so you never miss an update i'm putting
out new videos and games and gaming
mechanics on the first monday of each
month
and dropping a like lets me know that
you want to see more you can follow the
channel on twitter and facebook at
draw5move5
it's the best way to find any important
announcements get hyped for new videos
and see any other useful game design
content i've come across
my name is gabe this is draw 5 move 5.
until next time go have a good game
[Music]
you
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