{"id":1705,"date":"2022-08-29T16:18:39","date_gmt":"2022-08-29T16:18:39","guid":{"rendered":"https:\/\/blog.tabletopdesign.org\/?p=1705"},"modified":"2022-08-29T16:18:39","modified_gmt":"2022-08-29T16:18:39","slug":"designers-glossary-win-more","status":"publish","type":"post","link":"https:\/\/blog.tabletopdesign.org\/?p=1705","title":{"rendered":"Designer&#8217;s glossary: Win-more"},"content":{"rendered":"\n<p><strong>Win-more<\/strong> also <strong>winmore<\/strong><br><mark style=\"background-color:rgba(0, 0, 0, 0)\" class=\"has-inline-color has-cyan-bluish-gray-color\">\/ \u02c8w\u026an \u02ccm\u0254\u02d0r \/<\/mark><\/p>\n\n\n\n<p><em>adjective<\/em><\/p>\n\n\n\n<p>Win-more mechanics and\/or effects are ones that provide bigger benefits the stronger you are, or the closer you are to winning. In a way, these mechanics create a <strong>positive feedback loop,<\/strong> simultaneously speeding up the player&#8217;s progress towards victory, and increasing their chances of winning. This is generally something you want to avoid having in the game, as it can create situations where a player quickly snowballs, possibly winning before the other player(s) can have a chance to stop it or catch up.<\/p>\n\n\n\n<p><strong>Antonym:<\/strong> lose-more<\/p>\n\n\n\n<hr class=\"wp-block-separator has-css-opacity\"\/>\n\n\n\n<p>The opposite of win-more is\u2014intuitively\u2014called <strong>lose-more.<\/strong> Lose-more mechanics are usually <em>(but not necessarily)<\/em> drawbacks or costs that &#8216;hurt&#8217; more the closer you are to losing. Like win-more, these also create a positive feedback loop, but one that pushes players towards losing instead. While win-more is generally tolerable <em>(don&#8217;t really want to say &#8216;acceptable&#8217;, but it depends on the game in question),<\/em> one should try to avoid adding lose-more effects to the game, and to promptly get rid of existing ones. Even if a lose-more effect is balanced, it just <strong>feels terrible<\/strong> to use, doubly so if it&#8217;s mandatory.<\/p>\n\n\n\n<p>A quick and dirty example of a lose-more effect is an HP\/wounds system that\u2014like real life\u2014makes your character weaker the more damage they take. This is the main reason that HP is treated as a binary threshold between &#8216;completely fine&#8217; and &#8216;dead&#8217;. If you get weaker the more you get hurt, the more vulnerable you are, making it easier to get hurt&#8230; the feedback loop is pretty obvious.<\/p>\n\n\n\n<p>The same way that win-more mechanics create <em>positive<\/em> feedback loops, one could have mechanics that create <strong><em>negative<\/em> feedback loops.<\/strong> There isn&#8217;t any standard terminology for these, but we can easily call them <strong>win-less<\/strong> <em>(hyphen feels mandatory here)<\/em> mechanics. These are mechanics that actually get weaker as you get closer to winning. This can be a useful balancing tool, but it&#8217;s a double-edged sword, since something like this can feel pretty bad to actually use. It would effectively be punishing the players for getting ahead, and that&#8217;s usually not worth the balance benefits.<\/p>\n\n\n\n<p>And, to complete the set, there&#8217;s the mechanics that get stronger the closer you are to losing. Rather than call these <strong>lose-less,<\/strong> according to our currently established naming scheme, the far simpler and more ubiquitous term is <strong>comeback mechanic(s).<\/strong> These probably don&#8217;t need much of an explanation, although we&#8217;ll probably go into more details on these in a future article.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Win-more also winmore\/ \u02c8w\u026an \u02ccm\u0254\u02d0r \/ adjective Win-more mechanics and\/or effects are ones that provide bigger benefits the stronger you are, or the closer you are to winning. In a way, these mechanics create a positive feedback loop, simultaneously speeding up the player&#8217;s progress towards victory, and increasing their chances of winning. This is generally&hellip; <br \/> <a class=\"read-more\" href=\"https:\/\/blog.tabletopdesign.org\/?p=1705\">Read more<\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":[],"categories":[27],"tags":[],"_links":{"self":[{"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=\/wp\/v2\/posts\/1705"}],"collection":[{"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1705"}],"version-history":[{"count":0,"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=\/wp\/v2\/posts\/1705\/revisions"}],"wp:attachment":[{"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1705"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1705"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/blog.tabletopdesign.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1705"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}