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Blockers: Analyzing Difficulty Drivers in Candy Crush Games

Lucien "Yen-Chu" Chen  (Senior Level Designer at King, King)

Date: Tuesday, August 4

Time: 7:00am - 7:30am

Pass Type: Conference Pass - Get your pass now!

Topic: Design

Format: Session

Vault Recording: Video

Audience Level: All

At King we see blockers as enemies in our casual games that are similar to traditional enemies in hardcore games. It is very common to use stats to breakdown enemies in hardcore games. So why don't we have a system to breakdown the blockers in match-3 puzzle games? Here at King we have created a new set of stats for blockers that can used as a common design language across all of our studios. The new set of stats helps designers, artists, producers, developers, and even players to better understand a blocker's behavior and helps us design them in the game.

Takeaway

A new method of analyzing blockers, which creates a common language for designers. You will be able to use this analysis to understand how a game feels based on the blockers it uses. You will also recognize what types of blockers are missing in the game.

Intended Audience

Game and level designers who are interested in designing new blockers in their match-3 game who are looking for inspiration, methods, and guidelines that they can start with.