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Game Balancing
Computer Games
Martin Sillaots
Aug 6 019
#7
Content
• Balanced game
• Dominant strategies
• Randomness
• Fair game
• Difficulty
• Positive Feedback
Balanced Game
• Meaningful choices
• Randomness don't make players skills
unnecessary
• Game is fair from players perspective
• Chance to catch up
• No dead ends
• Consistent difficulty levels
Avoid
Dominant Strategies
Player don't use other strategies
Fun is limited
Examples of Dominant Strategies
Tank rush in Command &
Conquer: Red Alert
Akuma’s fireball attack in Super Street Fighter II Turbo
Balancing Dominant Strategies
• Strategies have direct and hidden "cost”
• Rock-Paper-Scissors - RPS mechanism
• Every unit has unique capabilities
Randomness
• Game should be based on skills, not on luck
• Use chance with the small risk and reward
• Allow players to decide how much to risk
Fair Game
• Equal chance to win
• Symmetry - same resources and options
• Asymmetry - different resources and options
• Provide protection to newcomers
• Challenges are suitable for difficulty level
• Lot of warnings before loosing the game
• No dead ends
• Provide information needed for making decisions
• Information should be in the game
• Avoid challenges not typical to genre
Balancing Difficulty
Flow
Mihaly Csikszentmihalyi 1991
Difficulty Types
• Absolute - skill required and stress
• Relative - difficulty of the challenge is relative to
the power provided to meet the challenge
• Perceived - how hard the player finds the
challenge to be
– In-game experience
– Outside factors
Perceived Difficulty Should Rise
Ernest Adams: Fundamentals of Game Design
Difficulty Modes (Levels)
• Compensating external factors
• Increase market share
• Players expect them
Positive Feedback
Adjusting Positive Feedback
• Increase absolute difficulty level
• Don't provide to much power
• Use effect of chance to reduce the size of reward
• Add negative feedback - cost of the achievement
Avoid Stagnation and Trivialities
• Provide enough information what player has to
do next
• Don't bother player with small things
Guidelines for Game Tuning
• Separate code from data
• Modify only one parameter at a time
• Make big adjustments
• Keep records
• Use pseudo-random numbers
Mission # 7
Balancing
Balancing Mission Details
• Select one balancing technique and adjust your
game core mechanics
Game Balancing

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Game Balancing

Editor's Notes

  1. Design a game that is not too easy and not too hard Balanced and fair
  2. Meaningful choices - player can choose between different strategies - none of them is sure win - dominant strategies are missing Randomness don't make players skills unnecessary - Better player should win - bad luck is OK? Game is fair from players perspective Chance to catch up - In PvP games - Failure in the beginning of game - Reasonable opportunities - Depends on game duration No dead ends - dead locks - no chance to win Consistent difficulty levels - difficulty remains within reasonable range - no big jumps and drops - don't change suddenly
  3. Strategy - plan for playing the game E.g. Aggressive, Defensive Dominant strategy (formal game theory) - best outcome E.g. preventing opponents to get points Allow smaller number of different actions
  4. Tank rush in Command & Conquer: Red Alert - producing large force of tanks in the beginning go the game. - Unprepared opponents are helpless Akuma’s fireball attack in Super Street Fighter II Turbo Unstoppable offensive plays in Madden NFL
  5. Strategies have direct and hidden "cost” e.g. wizard is better than elf. elf is better than human … why to be human? e.g. one car is better in straights other in curves - hidden cost - player is not warned directly - entirely hidden costs are unfair Also used in positive feedback - player gets more power or better items when game proceeds Rock-Paper-Scissors - RPS mechanism Balanced One strategy s better in certain conditions E.g. Virtual Fighter 3 (Strategy Games): Attacking beats throwing, throwing beats blocking, blocking beats attacking Every unit has unique capabilities Each unit (that player can control) in the game should be totally different from others Different characteristics (dimensions). Not only more power. e.g. different weapons e.g. chess pieces (player must use them together, no dominant strategy)
  6. Chance - Use it wisely With small and repeating challenges Allow players to choose most suitable actions ?Is Poker based on chance or skills?
  7. Different in PvP and PvE games Equal chance to win (PvP) Symmetry (PvP only) - not so interesting Asymmetry (PvE always) e.g. Fox and Geese - players may disagree with the fairness (does all have equal chance to win?) - AI asymmetry - for making stronger opponents and difficulty levels - Making (asymmetric) resources from (equal) raw materials - e.g. StarCraft Provide protection to newcomers (Continuously running game) - e.g. multiplayer online games Challenges – spikes (tipud) are unfair Loosing - learn by dying is unfair Dead ends - e.g. not grabbing important object in one level and now in the second level … Information - factual knowledge - except trivia - ? serious games ? Avoid challenges not typical to genre - e.g formal logic puzzles in flight simulator
  8. - Psychologist Mihaly Csikszentmihalyi - abilities balance difficulty - enjoyable state of peak productivity - balance between anxious and boredom - balance game = manage difficulty of challenges to keep players in flow state - problem - how to compare difficulty?
  9. Absolute - e.g. enemy that can be killed with one hit. - e.g. enemy that can be killed with 2 hits, hits back (time pressure) and moves (more skills needed) Relative - e.g. player strength, health - e.g. car parameters - e.g. damage to enemy + resistance to damage Perceived In-game experience - how to use UI - how the core mechanics work Outside factors - Previous experience - Native talent - Opponent's skills
  10. if game gets easier - unbalanced
  11. e.g. easy, normal, hard Alternative method - dynamic difficulty adjustment (DDA) - game detects the player's level of skills - game makes adjustments
  12. Achievement causes changes in the game (adds more power). Next achievement is easier to get. Core mechanics provides rewards to success Avoids dead ends e.g. Monopoly 2000 for finishing round
  13. Positive feedback brings game to end - not too soon … Cost of the achievement (e.g. 8 ball pool) Victory conditions are not related with feedback cycle - e.g. chess Secret agreements against leader - forming alliances. e.g. Diplomacy
  14. Player don't know what to do next - not enough information - e.g. need to find the key when all trolls are killed already Don't bother player with small things - e.g. where to store money (in construction games) - e.g. Alpha Centauri - you can do micro management or leave it to computer
  15. big adjustments, not small ones - then reduce it iteratively – change is visible records - don't make twice pseudo-random numbers – can track the bugs and effect