25
Will Mackle 0870775 SE 3GB3 – GAME BALANCE

SE 3GB3 – GAME balance

  • Upload
    lanza

  • View
    29

  • Download
    0

Embed Size (px)

DESCRIPTION

SE 3GB3 – GAME balance. Will Mackle 0870775. Presentation Overview. TOPICS: CASE STUDIES:. Define Game Balance Dominant Strategies (and how to avoid them) Incorporating the Element of Chance Making PvP Games Fair Making PvE Games Fair - PowerPoint PPT Presentation

Citation preview

Page 1: SE 3GB3 – GAME balance

Will Mackle

0870775

SE 3GB3 – GAME BALANCE

Page 2: SE 3GB3 – GAME balance

PRESENTATION OVERVIEW

• Define Game Balance

• Dominant Strategies (and how to avoid them)

• Incorporating the Element of Chance

• Making PvP Games Fair

• Making PvE Games Fair

• Managing Difficulty

• Concept of Positive Feedback

• Non-Intuitive Balance Solutions

• Designing for Balance

TOPICS: CASE STUDIES:

• Starcraft 2

Page 3: SE 3GB3 – GAME balance
Page 4: SE 3GB3 – GAME balance

BEFORE WE BEGIN… AN EXPERIMENT!• Please observe the following brief sequence of gameplay, from our case

study “Starcraft 2”.

• At the end of the sequence, we, as a group, will compile a list of variables in which the game developers must account for when designing the game to be balanced.

• Upon the conclusion of this presentation, hopefully you will have realized the ample sources of imbalance any game may possess, and how to address such imbalances.

• After this experiment, I will proceed to dissect the concept of “Game Balance”

Page 5: SE 3GB3 – GAME balance

WHAT MAKES A BALANCED GAME?• Informal, general definition:

• Fair to all players.

• Non-extreme difficulty (too easy or too hard).

• Adjustable is best

• Skill is the most influential factor on a player’s success

• Ask yourself: What are your opinions of games you have played in the past that have not satisfied the above informal definition?

Page 6: SE 3GB3 – GAME balance

AN ELABORATION• The game facilitates meaningful choices.

• Strategy is important.

• A variety of strategies are viable (in complicated games).

• The role of chance is not overwhelming.

• The player(s) perceive the game to be fair.

PvP:• There is reasonable opportunity

for a player a player in a less favourable position to regain control of the game. (see Positive Feedback)

• Stalemates are rare occurrences.

PvE:• The game’s perceived level of

difficulty should be consistent.

Page 7: SE 3GB3 – GAME balance

COMPONENTS OF GAME BALANCEWHAT NEEDS TO BE BALANCED?

• Think back to the experiment; the variables we identified as associated with game balance, and how they apply to the following dissection.

• I believe game balance can be broken down into three major components.

• Objective

• What you are trying to do, and the difficulty of it.

• Strategy

• How you will accomplish an objective

• Anything that opposes or aids the execution of the strategy.

• Character(s)

• Anything the character/avatar does in the process of executing a strategy

• Anything that opposes or aids the character in doing so.

• Abilities, environment, enemies (vE or vP), etc.

Page 8: SE 3GB3 – GAME balance

AVOIDING DOMINANT STRATEGIES• A dominant strategy is a strategy in which the player implementing it is at

an advantage to their opponent beyond the scope of skill and decision making.

• A dominant strategy supports a transitive relationship among strategic options for player.

• Transitive Relation: ( (A>B) && (B>C) ) (A>C)

• Player frustration amplified in games with some aspect of asymmetry

• Two Examples:

• L4D1: “Turtling at horde”

• SC2: “5 Barracks Reaper Rush” (TvZ)

• Some instances of transitivity are OK

• Account for dominant options with an associated negativity (a tradeoff)

Page 9: SE 3GB3 – GAME balance

AVOIDING DOMINANT STRATEGIES• An intransitive relationship between strategies is a design technique to

avoid dominant strategies

• Example: Rock – Paper – Scissors

• Crucial in dynamic, strategic gameplay

• Example: “Ice Hockey 1982”

 Unit Thin guy Average guy Fat guy

Traits  -----------------  -----------------  -----------------

Skating Strong Average Weak

Shot Strength Weak Average Strong

Checking Weak Average Strong

Face-off Strong Average Weak

Page 10: SE 3GB3 – GAME balance

CASE STUDY EXAMPLE:• Terran Vs Zerg – Early Game Unit Compositions

• Terran – Hellions > Zerg - Mass Zerglings

• Terran - Hellions < Zerg - Roaches

• Terran - Marauders < Zerg - Mass Zerglings

• Terran - Marauders > Zerg - Roaches

Note the different attributes of the units available.

Hellion: Marauder: Roach:

Zergling:

Page 11: SE 3GB3 – GAME balance

ORTHOGONAL UNIT DIFFERENTIATION• It is argued that each type of unit in a game should be orthogonally

different.

• By orthogonal, it is meant that each unit type should be unlike the others in different dimensions, not simple more or less powerful when measuring in one dimension.

• Complements strategic diversity (OUD more common in games with diverse challenges).

• How does this relate to the last examples?

• Consider the attributes of each unit type

Page 12: SE 3GB3 – GAME balance

INCORPORATING CHANCE• If there is an element of chance associated with success in your game,

how will you ensure this does not outweigh the element of player skill?

• Use chance sparingly

Overwhelming instances of chance will make players feel that they do not control the outcome of the game.

Associate chance with small risk/reward

Frequency w/ minimal effect > infrequent and game-changing

• Allow rewards for proper decision making associated with your game’s element of chance.

Anticipation and prediction imply player skill, and should be

recognized.

• Allow players to influence the magnitude of risk/reward associatedwith an instance of chance.

The player should be allowed to consciously take risks and consciously dictate the magnitude of this risk.

Page 13: SE 3GB3 – GAME balance

EXAMPLES OF CHANCE INCORPORATION• NHL 11

• Breaking of the hockey stick

• Starcraft 2

• Spawn locations (on 4 player maps)

• MarioKart

• Randomized Items

Page 14: SE 3GB3 – GAME balance

NEXT LECTURE• Making PvP Games Fair

• Making PvE Games Fair

• Managing Difficulty

• Concept of Positive Feedback

• Designing for Balance

• Non-Intuitive Balance Solutions

Page 15: SE 3GB3 – GAME balance

MAKING PVP GAMES FAIR• Players generally consider a PvP game to be fair if they believe:

• The rules allow each player an equal chance of winning, upon the start of the game.

• There is no random or arbitrary distribution of advantage or disadvantage unto different players, other than the intended incorporated chance.

• Symmetry vs Asymmetry:

• A game is symmetrical if each player has the same resources, and options to complete the same challenges in pursuit of an identical victory condition. This implies a balanced PvP game (however, there can still be a dominant strategy).

• An asymmetric game is more difficult to balance. There is a greater risk of a dominant strategy.

Page 16: SE 3GB3 – GAME balance

BALANCING ASYMMETRIC PVP GAMES• Rules can provide different units, actions, challenges, or even victory

conditions for each side.

• Each combination available to a player must be balanced in respect to each of the others.

• A dominant strategy is one combination that is superior in comparison to others.

• Blizzard’s approach to asymmetric PvP balance:

• Lengthy game development time

• Beta release

• Patch updates

• Public test realm

Page 17: SE 3GB3 – GAME balance

STILL IN REGARDS TO PVP GAMES• Issues in persistent worlds:

• Long time players` characters will be much more powerful

• This is an inherit imbalance in persistent world games

• Protect new players of the game who are weaker

Page 18: SE 3GB3 – GAME balance

MAKING PVE GAMES FAIR• The game should offer the player challenges at a level of difficulty

consistently upper bound.

• The player should not suddenly lose the game without warning, or through no fault of his own.

• Don’t force the player to ``Learn by dying``.

• Avoid stalemates / deadlock.

• The player should be aware and informed in regards to any critical decisions.

• All factual knowledge required to win the game should be contained within the game.

Page 19: SE 3GB3 – GAME balance

MANAGING PVE DIFFICULTY• Flow: An enjoyable state of peak productivity.

• Challenge too difficult Player anxiety

• Challenge too easy Player boredom

• Flow occurs for the player when the difficulty of the challenges they face corresponds to their ability to play the game.

• Because you don’t know how good a player will be at your game, provide different difficulty settings that implement different difficulty levels.

• Previous Experience: The amount of skill the player has from previous experiences of games of the same genre.

• Native Talent: Hand-eye coordination, problem solving, etc.

Page 20: SE 3GB3 – GAME balance

MANAGING PVE DIFFICULTY:TYPES OF DIFFICULTY

• Absolute Difficulty

• The amount of intrinsic skill required to meet challenges, and the stress evoked by the completion of the challenge.

• Relative Difficulty (Power Provided)

• The difficulty of a challenge relative to the player’s power to meet that challenge (not in regards to native talent).

• Perceived Difficulty (And In-Game Experience)

• The difficulty the player actually senses

• The most significant for designers

• In-game experience:

• The experience the player gains while playing your game.

• Perceived dif = absolute dif – ( power provided + in-game experience)

Page 21: SE 3GB3 – GAME balance

PVE:CREATING A DIFFICULTY PROGRESSION• In correspondence to game progression, the perceived difficulty of a game

should not decrease.

• Note that the player’s skill will develop as they progress in your game

Page 22: SE 3GB3 – GAME balance

UNDERSTANDING POSITIVE FEEDBACK• Positive feedback occurs when a player’s achievement causes changes to

the state of the game that make a subsequent achievement easier, which creates a chain reaction (by making each subsequent event easier).

• Rewards success

• Discourages stalemates

• Discourages inactivity

Page 23: SE 3GB3 – GAME balance

CONTROLLING POSITIVE FEEDBACK• Some examples of ways to control positive feedback:

• Don’t provide too much/little power as a reward for success

• Consider negative feedback

• Consider vulnerability in response to attempted achievement

• Raise the absolute difficulty of challenges as the player proceeds

• PvE

• Allow collusion against the leader

• Define victory in terms unrelated to the feedback cycle

• Use the effects of chance to scale the size of the player’s rewards

Page 24: SE 3GB3 – GAME balance

DESIGN TO MAKE TUNING EASY• Modify (then test) only one parameter at a time.

• This is so you know which aspects of a game are effected by the parameter.

• When initially modifying parameters, make big adjustments.

• Make a large change, then iteratively test, moving towards the ideal.

• Keep records of all tests.

• Meticulous record keeping is crucial when testing.

• Use data and statistical analysis in decision making, but don’t base decisions entirely on such analysis.

Page 25: SE 3GB3 – GAME balance

INTERESTING BALANCE SOLUTIONS• Left For Dead 2

• Infected have complete vision when spawning

• Starcraft 2

• Specific race macro mechanics

• Fallout 3

• V.A.T.S (Shooting Mode)

• Non-experienced shooters can still fare well

• NHL 11

• Intimidation