Experiencing a new brand of IS in which I, a senior Game Designer with over 12 years of experience and currently working as a creative director of a 10+ ppl team, feel guilty for not doing enough progress on my personal side project.
Also I am the father of 3 small children but evidently my brain feels that is somehow not enough
'How Dead Cells Secretly Stops You From Dying' gives some amazing tricks and insights! https://youtu.be/LtBNffzWhf4
And in case you were wondering, yes, I am already writing an inspirational LinkedIn post about the power of good teams and leadership #not
A simple format for archiving design decisions:
Thanks to our friends at Fishing Cactus for taking the time to share their approach! :)
If, however, like me, you work in videogames and want to give players a more hopeful / fair number, use a small amount of fudge and use (W-(L/2))*WinLossRatio.
This rank overvalues winning and motivates you to keep playing to improve your score.
Not like that horrible naked WLR which only makes you want to not play if you got a high enough ratio in few matches blegh
For instance, WinLossDifference * WinLossRatio a.k.a. (W-L)/(1+(L/W)) is a much better indicator of a team being either consistently good, average or too young to tell, or consistently shitty.
Run the formula on this dataset and see for yourselves: https://en.wikipedia.org/wiki/List_of_all-time_Major_League_Baseball_win%E2%80%93loss_records#World_Series