Video Game Design

  1. Systems Design and Balance
    1. Systems Thinking in Games
      1. Interconnected Systems
        1. System Dependencies
          1. Emergent Complexity
            1. System Mapping Techniques
            2. Progression Systems
              1. Character Progression
                1. Experience Point Systems
                  1. Level-Based Progression
                    1. Skill-Based Progression
                      1. Attribute Systems
                      2. Equipment and Loot
                        1. Item Design Principles
                          1. Rarity Systems
                            1. Loot Distribution
                              1. Inventory Management
                              2. Unlock Systems
                                1. Linear Unlocks
                                  1. Branching Skill Trees
                                    1. Achievement-Based Unlocks
                                      1. Time-Gated Content
                                    2. Economic Systems
                                      1. Currency Design
                                        1. Single vs Multiple Currencies
                                          1. Soft Currency Systems
                                            1. Hard Currency Systems
                                              1. Premium Currency
                                              2. Resource Management
                                                1. Resource Generation
                                                  1. Resource Consumption
                                                    1. Sinks and Faucets
                                                      1. Economic Balance
                                                      2. Trading Systems
                                                        1. Player-to-Player Trading
                                                          1. Auction House Design
                                                            1. Market Dynamics
                                                          2. Combat Systems
                                                            1. Combat Paradigms
                                                              1. Real-Time Combat
                                                                1. Turn-Based Combat
                                                                  1. Hybrid Systems
                                                                  2. Damage Systems
                                                                    1. Damage Calculation
                                                                      1. Damage Types
                                                                        1. Armor and Resistance
                                                                          1. Critical Hit Systems
                                                                          2. Status Effects
                                                                            1. Buffs and Debuffs
                                                                              1. Duration Systems
                                                                                1. Stacking Mechanics
                                                                                2. AI Combat Behavior
                                                                                3. Game Balance
                                                                                  1. Balance Methodologies
                                                                                    1. Mathematical Modeling
                                                                                      1. Feedback Loop Management
                                                                                        1. Difficulty Curves
                                                                                          1. Dynamic Difficulty Adjustment
                                                                                            1. Playtesting for Balance