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I want to use this space to talk about the design hurdles encountered along the way, and the considerations we had when looking at these events.
The largest factor at play was that the balance of these events is highly variable. Some of these events are extraordinarily overpowered, while others are somewhat tame. In order to provide a viable alternative we would need to present the player with an equally, or perhaps even more, powerful option. However, we strongly wish to maintain the effective balance of the core game, and avoid power creep whenever possible, so this option was not very appealing. Another method would be to lower the power of particularly strong options. This is also not the most appealing option as we like to avoid nerfing anything (even if balance-wise some of them probably need nerfing) since players have come to think of the current power level as the standard, and it does not feel good to lose a fun or powerful option.
What this meant is that when thinking about providing third alternatives for these events, we had to think laterally. Rather than an option that is better, we tried to provide options that are useful depending on circumstances. For example, in Act 1, a player's deck is still in flux, yet to be defined, so getting a single unique or interesting card or relic to play around can shape the rest of the run in a fun way. This was the reasoning behind the relic, and the card options, for the Act 1 events. These were designed more to enable a specific niche or playstyle that the player can choose to opt into. Since it's so early, this choice is very low risk, as it allows the player to start designing their deck around these considerations from the start.
For example, normally choosing expensive cards early is suicide, with some exceptions, however, if the player has received a copy of Enlightenment from the Serpent on floor 4, they can start taking bigger cards early on and develop into a bulkier deck with much less risk. This type of option opens new deck building avenues for the player, which is the kind of lateral option we were aiming to provide.
For later events, such as Secret Portal and The Nest, we knew that players have already commit to their current deck, so these types of options are notably less compelling. Instead, we opted to design options that could potentially enhance a wider range of deck options. The Ritual Mask provides strength and filler/exhausting cards. These bonuses tend to be used by a healthy range of deck archetypes, and thus are usually always an option to at least consider, even if they might synergize more or less depending on the exact deck built.
Another core consideration was that we wanted to provide room for thought in these events. We explicitly did not want to provide a different option to choose every time, instead of the previous option that was chosen every time. Functionally, this means we wanted to create options that you DON'T always want to pick, but also that you DO want sometimes. The hard part, naturally, is finding the balance where "sometimes" means 35-65% of the time, and not 95% or 5% of the time. It was important for us to not make an option that felt universally always useful, but also that the conditional circumstances for being useful are not too rare. As a negative example (of a 95/5 split), World of Goop nearly always results in taking gold for damage unless the player would literally die from the small damage hit (which should also nearly never happen as it's an Act 1 event). A lot of the learning process here was simply trying out different ideas, and seeing how often do I really want to choose this option, and adjusting either up or down depending on the answer until a comfortable balance is found, or scraping the idea and designing a new concept if the middleground can't be found.
The final major design consideration was the notion of elegance. The number one goal of the BetterMod series is to enhance with clarity. The events should still *feel* like the same events, but enhanced with new choices that fit naturally into the event. What this means is that typically, the design process starts with theme. What's the lore of the event? What's the theme of the event? What's the vibe of the event? They might sound similar, but these questions are all asking different things, and they provide the basis upon which we judge each new idea. It feels natural to be unsure of your destination when entering a mysterious portal, it makes sense to find a slimy relic when looking at a goop graveyard, and it feels obvious to go mad after joining a murder cult. All of these feel like natural extensions of the flavor the events already provided.