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Signposted #9
Featuring Rotating Store Systems & the Best of Game Design

Still having a great time with: Starfield
Hey Designer,
Welcome to issue #9 of Signposted!
In this issue we’re talking about an alternative to gacha boxes, the rotating store.
In the best of series, we’ve got some amazing pieces:
Emily Short discusses ways she’s one upped the traditional narrative options.
Ketul Majmudar (Prev: God of War: Ragnarök) breaks down how he would build a challenge dungeon in Shadow of the Tomb Raider
AlexG breaks down Alan Wake’s masterclass in story telling via level design
In my pick of the issue, Cadence Hira dives DEEP into the sound design of Super Mario Bros. Wonder
Andy “Bravo” Dudynsky reminisces about the design of various aspects of Halo 2 with some of the original designers and docs
In this issue’s poll I’m asking for your two cents on expanding into youtube.
And a final note, if you enjoy Signposted please be sure to share it so more people can enjoy this content! 😁
Thanks and let’s get into it!
Bi-Weekly Analysis
The Fall of Gacha Boxes and the Rise of the Gacha Store
By Scott Fine
Gacha is a controversial mechanic, and some countries have restricted its use. But the games industry moves faster than legislation and less abrasive alternatives are being tested out. One such is the rotating store, or as I like to call it, the “gacha store”. Let’s talk about how it works.
As per usual after the link to the full article with extra images and context, is a quick breakdown of the most important points.
Quick Takeaway:
Gacha boxes are notorious for being incredibly volatile
An alternative is the rotating “gacha” store
A typical gacha box functions like this:
A player put in currency
They get a random item from a selection of possible items out
The gacha store on the other hand
The player views the store’s inventory
They can choose which item they wish to purchase
Inventory typically rotates every 24 hours
They can spend to “refresh” the store inventory
The inventory is randomly selected from a pool of different items, thus the gacha store
My store before I refreshed
my store after I refreshed
This circumvents a lot of the problems players have with gacha because they are shown what they are purchasing before purchasing it
If players want to still pull for chances at better inventory they can
They’re paying for a “store refresh” rather than a “chance to pull the carrot character” it feels less bad
As the player refreshes, the price goes up to refresh
Every 2 refreshes within a 24 hour window the price goes up
This helps to mitigate players from spending their way to the top or grinding out the specific character they want
While the player is spending less per purchase in refreshing, then purchasing the shards, than something like an offer, if the player wants to unlock the character the price becomes much higher than an offer.
(See the breakdown in the full post)
If this is very similar to a gacha box then why doesn’t it take any heat?
It’s because I can see a set of options in the store before purchasing, I don’t need to spend for the chance to get shards for a carrot character.
I only need to spend if I want additional shards, so free players are still making progress even without spending which feels great!
Note: remember whales don’t typically have a problem with Gacha, it’s the dolphins and free players who really struggle and quit because they don’t feel like they’re making meaningful progress
For a final comparison let’s take a quick look at how much a player spends in Strike Force to unlock a character from each source:
For the rotating store, users pay at least $80 for the single character unlock.
For the gacha, users pay roughly $45 for the single character unlock.
For the offers, users pay $30 for the character unlock.
For the multi character offers, users pay $20-$25 for multiple character unlocks.
More money for the developer and a better experience for the player feels like a win win
For a deeper dive with a lot more math, check out the full article
This Issue’s Community Question
The Best of Game Design
Disclaimer: All of the following articles, podcasts, and videos are not written, made, or owned by me. I am only curating, commenting on, and highlighting the best game design work I can find from mostly recent posts.
The Best of Written
Dialogue Expressiveness in Mask of the Rose
By Emily Short
Emily short is a Creative Director at Failbetter Games and runs one of, if not the top narrative design focused blog. In this article she dives deep into the unique dialogue systems she used in Mask of the Rose. It’s fascinating because she goes into detail about how to make a character’s personality-characterizing options not be as rigid as other narrative games, but more appropriate for the character. Additionally she outlines the team’s “murderboard” mechanic and addresses some of the challenges which affect such a system.
Level design breakdown: Shadow of the Tomb Raider
By Ketul Majmudar
Ketul is a game designer at Meta, previously he worked on God of War: Ragnorok. In this post he discusses the level design of the challenge dungeons in Shadow of the Tomb Raider and walks the reader through his process of designing one from inception until the block out phase. I enjoyed his article, and seeing him break down the level into bite sized steps really makes it approachable.
Fun Fact: The top rated video game of all time by Metacritic is The Legend of Zelda: Ocarina of time.
The Best of Video
Master Class in Level Design Story Telling - 6 Secrets I Learned from Playing “Alan Wake”
By AlexG
In this video Alex breaks down 6 level based story telling secrets he noticed in Alan Wake. I’m always telling people that there’s a lot of gray area in game design and this is no exception, the blend of narrative and level design helps make Alan Wake a strong and memorable experience.
🏆 Issue #9 Scott’s Pick 🏆 - The SECRET of Super Mario Wonder's Sound
By Cadence Hira
Cadence Hira dives DEEP into the audio design of Super Mario Bros. Wonder. She discusses interactive layering and multiple variations on how Nintendo achieved this seamless audio experience across multiple Mario games. I have a soft spot for games which go to this length to make the audio so important to the experience.
Note: If you have a blog, podcast, or video channel you would like to be considered for the Bi-Weekly Best of Series, please send me a link and I’ll add it to the feed.
The Best of Audio
Halo 2 Artifacts - Mini Series
By Andy “Bravo” Dudynsky
Technically I’m cheating this issue, as this is a mini series rather than a single episode. The original Halo trilogy is near and dear to my heart. In this series, Andy interviews a couple developers who worked on Halo 2 Multiplayer. Throughout this series they discuss various designs from map design, to game modes, to social systems, and even some cut designs. It’s fascinating to hear about the process of designing the various aspects of the multiplayer and the stories behind the legend. Don’t worry if you’ve never played Halo 2 though, as most of the designs are still being used in some capacity on modern Halo games.
And that’s it for Signposted #9. Thanks for reading!
Scott
If you find a typo in the newsletter, please reply to shame me into improving my editing skills