SlideShare una empresa de Scribd logo
1 de 32
Fundamentals of Game Design
Game Balancing
Sayed Ahmed
BSc. Eng. in CSc. & Eng.
MSc. in CSc.
http://sayed.justetc.net
http://www.justETC.net
sayed@justetc.netWww.JustETC.net
Presented at the University of Winnipeg, Canada
Just E.T.C for Business, Education, and Technology Solutions
1
Introduction
 To be enjoyable
 A game must
 Be well balanced
 Be not too easy nor too difficult
 Feel fair to competing players
 Feel fair to the individual player itself
Topics
 Qualities of a well balanced game
 How to balance your game
 How to set up and balance both
 Transitive and intransitive relationships among player choices
 Make them simultaneously
 Interesting and well-balanced
 Dominant strategies and how they affect balancing
 Ways to incorporate chance into games
 Where the better player still enjoy better rewards
 Will focus on two major issues of game balance
 Fairness and difficulty
 Fairness
 Player versus player
 Player versus environment
Topics
 Difficulty
 Player versus environment
 Various factors that affect the player’s perception of difficulty
 How to manage the factors
 Role of positive feedbacks
 How to use it
 How to control it
 Investigate the problems of
 Stagnation
 Trivialities
 Design games so that the tuning stage is still easier
What is a Balanced Game
 Balanced Game
 Fair to the player (players)
 Neither too easy nor too hard
 Skill of the player is the most important factor to win
the game
 What makes a balanced game
 Several different features together make the game
balanced
 A collection of design and tuning process create those
balancing qualities in a game
What is a Balanced Game
 Techniques for balancing may differ for
 Player versus player (may be artificial opponent)
 Player versus environment
 A well balanced game posses the following characteristics
 The game provides meaningful choices
 The role of chance is not that extreme that player skill becomes
irrelevant
 Well balanced PvP posses the following
 The players perceive the game to be fair
 Any player who falls behind early in the game gets reasonable
opportunities to catch up again before the game ends
 The game seldom or never results in a stalemate
What is a Balanced Game: PvE
 A Well Balanced PvE game posses the following
 The player perceives the game to be fair
 The game’s level of difficulty must be consistent
Avoiding Dominant Strategies
 What is a strategy
 The plan to play the game for victory
 Can be aggressive
 Can be defensive
 Two player may prefer two different strategy
 Ideally, they should have equal chance of winning
 Dominant Strategy
 A strategy that results the best outcome
 A player may achieve
 No matter what her opponent does
 Are undesirable – makes all other choices useless
 Worse: if one player can use the strategy – others cannot
 Happens in asymmetric games
 Makes the game unfair
Avoiding Dominant Strategies
 One single choice can be a dominant strategy
 Strategies that avoid loss or prevent an opponent
from scoring points
 May qualify as dominant
 Before 1955, a basket ball player could use endless
tactics - dominant
Dominant strategies in Video Games
 Some video games permit dominant strategies
 Command and Conquer: Tank Rush
 Madden NFL
 Fighting games prone to dominant strategies
 Fighting and football games
 Large number of offensive and defensive actions
 Difficult to test (for fairness and balancing)
 Bad character design may lead to dominant strategies
 Super street fighter II turbo
 Akuma: Air fireball
Transitive relationships among Player Options
 Transitive
 Relationship among three or more entities
 A> B, B>C, A>C
 Example: Strategic options
 Aggressive > Defensive > Stealth
 Aggressive > Stealth
 Smart player will always choose Aggressive mode
 To address the imbalance
 You may assign direct costs to each strategy
 That may lead to players to consider the weak strategies as well
 Riding horse may be more fun but costlier than riding bi-cycle
 Traveling with a Hummer will cost more than travelling with Ford
 Shadow cost
 PvE players find shadow costs are unfair
 Designers use transitivity to reward players as well
 Can be back and forth
Intransitive relationships
 Here the relationships among strategies, or options are
intransitive
 A beats B, B beats C,
 Does not mean that A beats C
 Rock->paper->Scissors
 Paper beats rock, rock beats scissors, scissors beat paper
 Balanced three way intransitive relationship
 Classic design technique to avoid dominant design strategies
 Forms the basis for balancing player strategies in many games
 Virtua Fighter 3 (David Sirlin) uses RPS for players movements
 Attacking beats throwing, throwing beats blocking, blocking beats attacking
 The ancient art of war: RPS three unit types: Knights, Archers, Barbarians
 K>b, b>a, a>k
Intransitive relationships
 RPS simple
 Not suited to modern war games
 Offers no interesting choices
 Needs some variation
 Adjust system to produce different benefits
 Give players different amount of money to win with
 Rock, paper, or scissor
 Target to earn the most money
 So make your choices like
 One choice is better than others in some situations but not in all
 Implement it in the core-mechanics
 Example: Race game: lizard, frog, mouse
 Advantages remain slight than overwhelming
 Course complex mixture of rock, swamp, grass
 Partial freedom to select routes
 Add some shadow costs
 Careful adjustment will make the game balanced
Orthogonal Unit Differentiation
 Each type of unit a player can control in a game
 Should be orthogonally different from all others
 Each unit unlike than the others in a different dimension
 Not in the same dimension
 Race: ford, dodge – speed – differ in only one dimension
 Make the units differ in power at one aspect but offer different
qualities with each unit
 To offer a large variety of strategies
 To make the choice more interesting
 Every unit should have capabilities that others don’t have
 Each unit plays a distinct role
 Little point to offer weaker units only upgradable to more powerful
unit
Orthogonal Unit Differentiation
 The more diverse your challenges are
 The easier to offer orthogonally different units
 Racing games are not good places as all the players
will face similar challenges
 War games can easily offer orthogonal units
 Such units also help to prevent dominant
strategies
 Define the victory condition in such a way
 The player must use a variety of different units to win the
game
Dominant Strategies in PvE Games
 One action to surmount all challenges
 Makes a dull game
 Games usually offer more challenges than actions
 With a smaller set of actions players can
 Experiment with the actions to overcome the challenges
 Fewer actions does introduce a potential problem
 Powerful esp.
 Actions that can overcome several different kinds of challenges
 You risk to create exploits
 Actions so powerful that the player may become unstoppable
 No straight forward rule
 But testing will help
 Try to play with as many actions and combinations possible to defeat a challenge
 Smaller actions offer testability
 Be careful with power ups and special actions that gives the player more power than usual
Incorporating the Elements of Chance
 Use chance sparingly
 Chance affects only minority of actions
 Balance the effect of chance as follows
 Use chance in frequent challenges with small risks
and rewards
 Allow the player to choose actions to use the odds to
his advantage
 Allow the player to decide how much to risk
Making PvP Games Fair
 Fairness in PvP Games
 The rules give each player equal chance of winning
 At the beginning of the game
 The rules do not give advantages or disadvantages to players
unequally
 during the game in ways that they cannot influence or
prevent
 apart from the operation of chance
Balancing Games with Symmetry
 Decide the game to be symmetric or asymmetric
 At the beginning
 All PvE games are asymmetric
 Symmetric PvP games are easier to create
 Whatever you do for one player
 You do it for all players
 Give similar resources and power in the beginning
 Also same condition
Balancing Asymmetric Games
 Fox and Geese Example
 Testing all possible combinations
 Be lengthy
Making PvE Games Fair
 The game should offer the player challenges at a consistent maximum levels of difficulty
 No sudden spikes
 The player should not suddenly lose the game
 Without warning
 And through no fault of his own
 Learn by dying
 The immortal
 Give warning of danger
 A stalemate should not occur
 A condition from where both win or lose is impossible
 The game should not ask for critical decision without informing the player with all information
 Monty on the run
 All the factual knowledge required to win the game should be contained within the game
 The game should not require the player to meet challenges not normally presented in the game’s
genre
 Puzzle in Simulation Game
Managing Difficulty
 Flow State
 Ability balances with the difficulty
 Peak Productivity
 Too Much Challenging
 Causes anxiety
 Too Easy
 Causes boredom
 Absolute Difficulty
 Perceived Difficulty
 The perceived difficulty of a well balanced game should remain
within a certain range
 Should not have sudden spikes or dips
Other Balance Considerations
 Balance Consideration
 Avoiding Stagnation
 Avoiding Trivialities
 Avoiding Stagnation
 The player is stuck – he does not know what to do
 The game did not give him enough information to act
 Hidden switch concept in first person shooter games
 PvP: happens rarely
 Stagnation can happen if the resource level is too low to act
 PvP
 Hidden boss enemy (after all enemies are destroyed)
 Set a separate victory condition
 Destroy the headquarter
 Try to give some guide/hints at stagnation points
 Gentle nudge
Avoiding Trivialities
 Avoid uninteresting details
 Example
 Fuel Consumption, Where to store gold
 Police Game
Design to Make Tuning Easy
 Design to make tuning easy
 Use generalized mechanics
 Separate the code from data
 Tune the mechanics for each entity separately
 Fine tuning your game
 Modify only one parameter at a time
 Changing multiple parameter at once makes it difficult to understand which change
affected the outcome
 When modifying parameters, make big adjustments, not small ones
 Double or half the value of a test parameter
 Keep records
 Focused on tester and testing
 Be sure your programmers use pseudo-random numbers
 To regenerate the issue
Managing Difficulty
 Perceived Difficulty
 Hard to compare difficulty level of different types of challenges
 Even with the same type of challenges, it’s difficult to compare
difficulty level
 Complexity differs from person to person
 Factors Outside the Control of the Designer
 How much time the player has spent playing the game
 Or faced similar challenges in similar games
 How much native talent the player brings to the game
 In multiplayer games, it’s the skills of the opponents that make the
game hard or easy
 Though if the game is fair not much effort to manage difficulty
 Set difficulty of the challenges as posed by the environment
Types of Difficulty
 It is the perceived difficulty that matters most
 To design a challenge of your perceived difficulty
 You should consider the following
 Intrinsic skills required
 The stress
 Power provided
 In-game experience
 Absolute Difficulty
 By using the absolute difficulty
 you will be able to compare the difficulty level of different
challenges
Types of Difficulty
 Reactive Difficulty and Power Provided
 In addition to measuring absolute difficulty
 You need to measure
 The power the player has been given
 Relative difficulty
 Difficulty of a challenge relative to the player’s power to meet the challenge
 Perceived Difficulty and In-Game Experience
 In-game experience:
 The amount of time the player has spent to overcome any particular type of
challenge
 Level designers can keep this in mind for designing the difficulty level of games
 Perceived difficulty = absolute difficulty – (power provided + in game experience)
Managing Difficulty
 Creating a Difficulty Progression
 The difficulty should increase with time
 Increase absolute difficulty
 Also increase power of the user
 increase relative difficulty as well
 Make the perceived difficulty also increasing
 In a balanced game the perceived difficulty either
should not change or will increase
Establishing Difficulty Modes
 Games with multiple difficulty level
 The perceived difficulty will not go above a certain
point for a level
 Action and Action Adventure Games
 Designers normally
 Give the enemies more health,
 allow them to do more damage
 Make them more numerous
 Adjust the AI of the enemies
Dynamic Difficulty Establishment
 Max Payne: First Person Shooter game:
 Adjust enemy power according to player’s
performance
 Half-life
 Check the state of the health of the avatar
Understanding Positive Feedback
 Benefits of Positive Feedback
 Positive feedback discourages stalemate
 Positive feedback rewards success
 Controlling Positive Feedback
 Don’t provide too much power as a reward for success
 Introduce negative feedback
 Raise the absolute difficulty level of challenges as the player
proceeds
 Allow collusion against the leader
 Define victory in terms unrelated to the feedback cycle
 Use the effects of chance to reduce the size of the player’s
rewards

Más contenido relacionado

La actualidad más candente

김동건, 할머니가 들려주신 마비노기 개발 전설, NDC2019
김동건, 할머니가 들려주신 마비노기 개발 전설, NDC2019김동건, 할머니가 들려주신 마비노기 개발 전설, NDC2019
김동건, 할머니가 들려주신 마비노기 개발 전설, NDC2019devCAT Studio, NEXON
 
이원, MMORPG 스토리텔링의 금기들, NDC2010
이원, MMORPG 스토리텔링의 금기들, NDC2010이원, MMORPG 스토리텔링의 금기들, NDC2010
이원, MMORPG 스토리텔링의 금기들, NDC2010devCAT Studio, NEXON
 
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)Kay Kim
 
NDC2013 - 인디게임 프로젝트 중도에 포기하지 않는 방법
NDC2013 - 인디게임 프로젝트 중도에 포기하지 않는 방법NDC2013 - 인디게임 프로젝트 중도에 포기하지 않는 방법
NDC2013 - 인디게임 프로젝트 중도에 포기하지 않는 방법ChangHyun Won
 
위대한 게임개발팀의 공통점
위대한 게임개발팀의 공통점위대한 게임개발팀의 공통점
위대한 게임개발팀의 공통점Ryan Park
 
Design phase of game development of unity 2d game
Design phase of game development of unity 2d game Design phase of game development of unity 2d game
Design phase of game development of unity 2d game Muhammad Maaz Irfan
 
쩌는게임기획서 이렇게 쓴다
쩌는게임기획서 이렇게 쓴다쩌는게임기획서 이렇게 쓴다
쩌는게임기획서 이렇게 쓴다Jinho Jung
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game DevelopmentiTawy Community
 
게임제작개론: #3 간접통제와 게임 커뮤니티
게임제작개론: #3 간접통제와 게임 커뮤니티게임제작개론: #3 간접통제와 게임 커뮤니티
게임제작개론: #3 간접통제와 게임 커뮤니티Seungmo Koo
 
게임 기획자의 생존 전략
게임 기획자의 생존 전략게임 기획자의 생존 전략
게임 기획자의 생존 전략태성 이
 
[IGC 2017] 넥슨코리아 오현근 - 평생 게임 기획자 하기
[IGC 2017] 넥슨코리아 오현근 - 평생 게임 기획자 하기[IGC 2017] 넥슨코리아 오현근 - 평생 게임 기획자 하기
[IGC 2017] 넥슨코리아 오현근 - 평생 게임 기획자 하기강 민우
 
NDC2011 - 절차적 지형과 트렌드의 추적자들
NDC2011 - 절차적 지형과 트렌드의 추적자들NDC2011 - 절차적 지형과 트렌드의 추적자들
NDC2011 - 절차적 지형과 트렌드의 추적자들Jubok Kim
 
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)David Salz
 
게임제작개론: #1 게임 구성 요소의 이해
게임제작개론: #1 게임 구성 요소의 이해게임제작개론: #1 게임 구성 요소의 이해
게임제작개론: #1 게임 구성 요소의 이해Seungmo Koo
 
NDC 2015 이은석 - pay-to-skip: 온라인 게임 속 로봇 경제와 내몰리는 인간
NDC 2015 이은석 - pay-to-skip: 온라인 게임 속 로봇 경제와 내몰리는 인간NDC 2015 이은석 - pay-to-skip: 온라인 게임 속 로봇 경제와 내몰리는 인간
NDC 2015 이은석 - pay-to-skip: 온라인 게임 속 로봇 경제와 내몰리는 인간Eunseok Yi
 
2 lecture (gdd, responsibilites, level of game) 18 1-2021
2 lecture (gdd, responsibilites, level of game) 18 1-20212 lecture (gdd, responsibilites, level of game) 18 1-2021
2 lecture (gdd, responsibilites, level of game) 18 1-2021Durgesh Pandey
 
[IGC 2017] 넥슨코리아 심재근 - 시스템 기획자에 대한 기본 지식과 준비과정
[IGC 2017] 넥슨코리아 심재근 - 시스템 기획자에 대한 기본 지식과 준비과정[IGC 2017] 넥슨코리아 심재근 - 시스템 기획자에 대한 기본 지식과 준비과정
[IGC 2017] 넥슨코리아 심재근 - 시스템 기획자에 대한 기본 지식과 준비과정강 민우
 
NDC 2015. 한 그루 한 그루 심지 않아도 돼요. 생태학에 기반한 [야생의 땅: 듀랑고]의 절차적 생성 생태계
NDC 2015. 한 그루 한 그루 심지 않아도 돼요. 생태학에 기반한 [야생의 땅: 듀랑고]의 절차적 생성 생태계NDC 2015. 한 그루 한 그루 심지 않아도 돼요. 생태학에 기반한 [야생의 땅: 듀랑고]의 절차적 생성 생태계
NDC 2015. 한 그루 한 그루 심지 않아도 돼요. 생태학에 기반한 [야생의 땅: 듀랑고]의 절차적 생성 생태계Imseong Kang
 
게임 유저 행동 분석으로 이탈 방지하는 방법 (텐투플레이 웨비나)
게임 유저 행동 분석으로 이탈 방지하는 방법 (텐투플레이 웨비나)게임 유저 행동 분석으로 이탈 방지하는 방법 (텐투플레이 웨비나)
게임 유저 행동 분석으로 이탈 방지하는 방법 (텐투플레이 웨비나)Hyeyon Kwon
 

La actualidad más candente (20)

김동건, 할머니가 들려주신 마비노기 개발 전설, NDC2019
김동건, 할머니가 들려주신 마비노기 개발 전설, NDC2019김동건, 할머니가 들려주신 마비노기 개발 전설, NDC2019
김동건, 할머니가 들려주신 마비노기 개발 전설, NDC2019
 
이원, MMORPG 스토리텔링의 금기들, NDC2010
이원, MMORPG 스토리텔링의 금기들, NDC2010이원, MMORPG 스토리텔링의 금기들, NDC2010
이원, MMORPG 스토리텔링의 금기들, NDC2010
 
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)
쩌는 게임 기획서, 이렇게 쓴다(How to write great design documents) from GDC 2008 (Korean)
 
NDC2013 - 인디게임 프로젝트 중도에 포기하지 않는 방법
NDC2013 - 인디게임 프로젝트 중도에 포기하지 않는 방법NDC2013 - 인디게임 프로젝트 중도에 포기하지 않는 방법
NDC2013 - 인디게임 프로젝트 중도에 포기하지 않는 방법
 
위대한 게임개발팀의 공통점
위대한 게임개발팀의 공통점위대한 게임개발팀의 공통점
위대한 게임개발팀의 공통점
 
Design phase of game development of unity 2d game
Design phase of game development of unity 2d game Design phase of game development of unity 2d game
Design phase of game development of unity 2d game
 
쩌는게임기획서 이렇게 쓴다
쩌는게임기획서 이렇게 쓴다쩌는게임기획서 이렇게 쓴다
쩌는게임기획서 이렇게 쓴다
 
Introduction to Game Development
Introduction to Game DevelopmentIntroduction to Game Development
Introduction to Game Development
 
게임제작개론: #3 간접통제와 게임 커뮤니티
게임제작개론: #3 간접통제와 게임 커뮤니티게임제작개론: #3 간접통제와 게임 커뮤니티
게임제작개론: #3 간접통제와 게임 커뮤니티
 
게임 기획자의 생존 전략
게임 기획자의 생존 전략게임 기획자의 생존 전략
게임 기획자의 생존 전략
 
[IGC 2017] 넥슨코리아 오현근 - 평생 게임 기획자 하기
[IGC 2017] 넥슨코리아 오현근 - 평생 게임 기획자 하기[IGC 2017] 넥슨코리아 오현근 - 평생 게임 기획자 하기
[IGC 2017] 넥슨코리아 오현근 - 평생 게임 기획자 하기
 
NDC2011 - 절차적 지형과 트렌드의 추적자들
NDC2011 - 절차적 지형과 트렌드의 추적자들NDC2011 - 절차적 지형과 트렌드의 추적자들
NDC2011 - 절차적 지형과 트렌드의 추적자들
 
게임강연정리
게임강연정리게임강연정리
게임강연정리
 
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)
Albion Online - Software Architecture of an MMO (talk at Quo Vadis 2016, Berlin)
 
게임제작개론: #1 게임 구성 요소의 이해
게임제작개론: #1 게임 구성 요소의 이해게임제작개론: #1 게임 구성 요소의 이해
게임제작개론: #1 게임 구성 요소의 이해
 
NDC 2015 이은석 - pay-to-skip: 온라인 게임 속 로봇 경제와 내몰리는 인간
NDC 2015 이은석 - pay-to-skip: 온라인 게임 속 로봇 경제와 내몰리는 인간NDC 2015 이은석 - pay-to-skip: 온라인 게임 속 로봇 경제와 내몰리는 인간
NDC 2015 이은석 - pay-to-skip: 온라인 게임 속 로봇 경제와 내몰리는 인간
 
2 lecture (gdd, responsibilites, level of game) 18 1-2021
2 lecture (gdd, responsibilites, level of game) 18 1-20212 lecture (gdd, responsibilites, level of game) 18 1-2021
2 lecture (gdd, responsibilites, level of game) 18 1-2021
 
[IGC 2017] 넥슨코리아 심재근 - 시스템 기획자에 대한 기본 지식과 준비과정
[IGC 2017] 넥슨코리아 심재근 - 시스템 기획자에 대한 기본 지식과 준비과정[IGC 2017] 넥슨코리아 심재근 - 시스템 기획자에 대한 기본 지식과 준비과정
[IGC 2017] 넥슨코리아 심재근 - 시스템 기획자에 대한 기본 지식과 준비과정
 
NDC 2015. 한 그루 한 그루 심지 않아도 돼요. 생태학에 기반한 [야생의 땅: 듀랑고]의 절차적 생성 생태계
NDC 2015. 한 그루 한 그루 심지 않아도 돼요. 생태학에 기반한 [야생의 땅: 듀랑고]의 절차적 생성 생태계NDC 2015. 한 그루 한 그루 심지 않아도 돼요. 생태학에 기반한 [야생의 땅: 듀랑고]의 절차적 생성 생태계
NDC 2015. 한 그루 한 그루 심지 않아도 돼요. 생태학에 기반한 [야생의 땅: 듀랑고]의 절차적 생성 생태계
 
게임 유저 행동 분석으로 이탈 방지하는 방법 (텐투플레이 웨비나)
게임 유저 행동 분석으로 이탈 방지하는 방법 (텐투플레이 웨비나)게임 유저 행동 분석으로 이탈 방지하는 방법 (텐투플레이 웨비나)
게임 유저 행동 분석으로 이탈 방지하는 방법 (텐투플레이 웨비나)
 

Destacado

F2P Game Balancing: Data Movies
F2P Game Balancing: Data MoviesF2P Game Balancing: Data Movies
F2P Game Balancing: Data MoviesThomas Hulvershorn
 
The intelligent game designer: Game design as a new domain for automated disc...
The intelligent game designer: Game design as a new domain for automated disc...The intelligent game designer: Game design as a new domain for automated disc...
The intelligent game designer: Game design as a new domain for automated disc...rndmcnlly
 
Process of Game Design
Process of Game DesignProcess of Game Design
Process of Game DesignVincent Clyde
 
Copycat 차유승
Copycat 차유승Copycat 차유승
Copycat 차유승유승 차
 
교전 수칙: 멀티플레이어 게임 기획에 대한 Blizzard의 접근법 [GDC2008] by Rob Pardo
교전 수칙: 멀티플레이어 게임 기획에 대한 Blizzard의 접근법 [GDC2008] by Rob Pardo교전 수칙: 멀티플레이어 게임 기획에 대한 Blizzard의 접근법 [GDC2008] by Rob Pardo
교전 수칙: 멀티플레이어 게임 기획에 대한 Blizzard의 접근법 [GDC2008] by Rob PardoKay Kim
 
[GDC2010] Blizzard Design Process_KOR
[GDC2010] Blizzard Design Process_KOR[GDC2010] Blizzard Design Process_KOR
[GDC2010] Blizzard Design Process_KORPaul Jung
 
2015년 제2회 동아리 해커 세미나 - 게임 벨런싱에 대한 소개 (23기 원동현)
2015년 제2회 동아리 해커 세미나 - 게임 벨런싱에 대한 소개 (23기 원동현)2015년 제2회 동아리 해커 세미나 - 게임 벨런싱에 대한 소개 (23기 원동현)
2015년 제2회 동아리 해커 세미나 - 게임 벨런싱에 대한 소개 (23기 원동현)khuhacker
 
LAFS Game Design 9 - Balancing
LAFS Game Design 9 - BalancingLAFS Game Design 9 - Balancing
LAFS Game Design 9 - BalancingDavid Mullich
 
Bengkel Gamelan - Game Balancing
Bengkel Gamelan - Game BalancingBengkel Gamelan - Game Balancing
Bengkel Gamelan - Game BalancinggamelanYK
 
Data analysis & balancing meeting thibault coupart avril 2015
Data analysis & balancing meeting thibault coupart avril 2015Data analysis & balancing meeting thibault coupart avril 2015
Data analysis & balancing meeting thibault coupart avril 2015Johan-André Jeanville
 
KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기용태 이
 
[IGAWorks] 2014年Google Play_Game_Category_IAP_Revenue_Ranking_and_Report(JPN)
[IGAWorks] 2014年Google Play_Game_Category_IAP_Revenue_Ranking_and_Report(JPN)[IGAWorks] 2014年Google Play_Game_Category_IAP_Revenue_Ranking_and_Report(JPN)
[IGAWorks] 2014年Google Play_Game_Category_IAP_Revenue_Ranking_and_Report(JPN)igaworks
 
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other MethodsDMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other MethodsPier Luca Lanzi
 
GIAF USA Fall 2015 - Lean analytics
GIAF USA Fall 2015 - Lean analytics  GIAF USA Fall 2015 - Lean analytics
GIAF USA Fall 2015 - Lean analytics Lauren Cormack
 
Transforming player value - iGaming webinar
Transforming player value - iGaming webinar Transforming player value - iGaming webinar
Transforming player value - iGaming webinar Lauren Cormack
 
MMORPGで考えるゲームデザイン(2014年改訂版)
MMORPGで考えるゲームデザイン(2014年改訂版)MMORPGで考えるゲームデザイン(2014年改訂版)
MMORPGで考えるゲームデザイン(2014年改訂版)Katsumi Mizushima
 

Destacado (20)

F2P Game Balancing: Data Movies
F2P Game Balancing: Data MoviesF2P Game Balancing: Data Movies
F2P Game Balancing: Data Movies
 
The intelligent game designer: Game design as a new domain for automated disc...
The intelligent game designer: Game design as a new domain for automated disc...The intelligent game designer: Game design as a new domain for automated disc...
The intelligent game designer: Game design as a new domain for automated disc...
 
Process of Game Design
Process of Game DesignProcess of Game Design
Process of Game Design
 
Copycat 차유승
Copycat 차유승Copycat 차유승
Copycat 차유승
 
교전 수칙: 멀티플레이어 게임 기획에 대한 Blizzard의 접근법 [GDC2008] by Rob Pardo
교전 수칙: 멀티플레이어 게임 기획에 대한 Blizzard의 접근법 [GDC2008] by Rob Pardo교전 수칙: 멀티플레이어 게임 기획에 대한 Blizzard의 접근법 [GDC2008] by Rob Pardo
교전 수칙: 멀티플레이어 게임 기획에 대한 Blizzard의 접근법 [GDC2008] by Rob Pardo
 
[GDC2010] Blizzard Design Process_KOR
[GDC2010] Blizzard Design Process_KOR[GDC2010] Blizzard Design Process_KOR
[GDC2010] Blizzard Design Process_KOR
 
2015년 제2회 동아리 해커 세미나 - 게임 벨런싱에 대한 소개 (23기 원동현)
2015년 제2회 동아리 해커 세미나 - 게임 벨런싱에 대한 소개 (23기 원동현)2015년 제2회 동아리 해커 세미나 - 게임 벨런싱에 대한 소개 (23기 원동현)
2015년 제2회 동아리 해커 세미나 - 게임 벨런싱에 대한 소개 (23기 원동현)
 
LAFS Game Design 9 - Balancing
LAFS Game Design 9 - BalancingLAFS Game Design 9 - Balancing
LAFS Game Design 9 - Balancing
 
Game Monetization Analytics: How to use game metrics effectively
Game Monetization Analytics: How to use game metrics effectivelyGame Monetization Analytics: How to use game metrics effectively
Game Monetization Analytics: How to use game metrics effectively
 
Bengkel Gamelan - Game Balancing
Bengkel Gamelan - Game BalancingBengkel Gamelan - Game Balancing
Bengkel Gamelan - Game Balancing
 
Data analysis & balancing meeting thibault coupart avril 2015
Data analysis & balancing meeting thibault coupart avril 2015Data analysis & balancing meeting thibault coupart avril 2015
Data analysis & balancing meeting thibault coupart avril 2015
 
KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기KGC 2013 - 5일만에 레벨 디자인하기
KGC 2013 - 5일만에 레벨 디자인하기
 
[IGAWorks] 2014年Google Play_Game_Category_IAP_Revenue_Ranking_and_Report(JPN)
[IGAWorks] 2014年Google Play_Game_Category_IAP_Revenue_Ranking_and_Report(JPN)[IGAWorks] 2014年Google Play_Game_Category_IAP_Revenue_Ranking_and_Report(JPN)
[IGAWorks] 2014年Google Play_Game_Category_IAP_Revenue_Ranking_and_Report(JPN)
 
Course Introduction
Course IntroductionCourse Introduction
Course Introduction
 
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other MethodsDMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
 
Game Balancing
Game BalancingGame Balancing
Game Balancing
 
The Game Life Cycle & Game Analytics: What metrics matter when?
The Game Life Cycle & Game Analytics: What metrics matter when? The Game Life Cycle & Game Analytics: What metrics matter when?
The Game Life Cycle & Game Analytics: What metrics matter when?
 
GIAF USA Fall 2015 - Lean analytics
GIAF USA Fall 2015 - Lean analytics  GIAF USA Fall 2015 - Lean analytics
GIAF USA Fall 2015 - Lean analytics
 
Transforming player value - iGaming webinar
Transforming player value - iGaming webinar Transforming player value - iGaming webinar
Transforming player value - iGaming webinar
 
MMORPGで考えるゲームデザイン(2014年改訂版)
MMORPGで考えるゲームデザイン(2014年改訂版)MMORPGで考えるゲームデザイン(2014年改訂版)
MMORPGで考えるゲームデザイン(2014年改訂版)
 

Similar a Game balancing

LAFS Game Mechanics - Balancing
LAFS Game Mechanics - BalancingLAFS Game Mechanics - Balancing
LAFS Game Mechanics - BalancingDavid Mullich
 
Game balancing
Game balancingGame balancing
Game balancingJayyes
 
LAFS Game Mechanics - Balancing
LAFS Game Mechanics - BalancingLAFS Game Mechanics - Balancing
LAFS Game Mechanics - BalancingDavid Mullich
 
LAFS Game Design 10 - Fun and Accessability
LAFS Game Design 10 - Fun and AccessabilityLAFS Game Design 10 - Fun and Accessability
LAFS Game Design 10 - Fun and AccessabilityDavid Mullich
 
Games andvideogames
Games andvideogamesGames andvideogames
Games andvideogamesSayed Ahmed
 
LAFS Game Mechanics - Randomness and Risk
LAFS Game Mechanics - Randomness and RiskLAFS Game Mechanics - Randomness and Risk
LAFS Game Mechanics - Randomness and RiskDavid Mullich
 
GAME 3400 Level Design - Moment Based Design
GAME 3400 Level Design - Moment Based DesignGAME 3400 Level Design - Moment Based Design
GAME 3400 Level Design - Moment Based DesignSeth Sivak
 
Player study
Player studyPlayer study
Player studyJayyes
 
Thegameplayerworld jesperjuul
Thegameplayerworld jesperjuulThegameplayerworld jesperjuul
Thegameplayerworld jesperjuulNoel Kehoe
 
6 lecture (game elements ) 2 2-2021
6 lecture (game elements ) 2 2-20216 lecture (game elements ) 2 2-2021
6 lecture (game elements ) 2 2-2021Durgesh Pandey
 
LAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative ElementsLAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative ElementsDavid Mullich
 
Fundamental of game design part 2
Fundamental of game design part 2Fundamental of game design part 2
Fundamental of game design part 2krishn verma
 
Lajvdesignmönster prolog 2016
Lajvdesignmönster prolog 2016Lajvdesignmönster prolog 2016
Lajvdesignmönster prolog 2016Staffan Björk
 
LMU Elements of a Game Discussion
LMU Elements of a Game DiscussionLMU Elements of a Game Discussion
LMU Elements of a Game DiscussionDavid Mullich
 
Chapter 2 structure of games tsppt 1
Chapter 2 structure of games tsppt 1Chapter 2 structure of games tsppt 1
Chapter 2 structure of games tsppt 1GKTheodora
 
Story telling and_narrative
Story telling and_narrativeStory telling and_narrative
Story telling and_narrativeSayed Ahmed
 

Similar a Game balancing (20)

LAFS Game Mechanics - Balancing
LAFS Game Mechanics - BalancingLAFS Game Mechanics - Balancing
LAFS Game Mechanics - Balancing
 
Game balancing
Game balancingGame balancing
Game balancing
 
LAFS Game Mechanics - Balancing
LAFS Game Mechanics - BalancingLAFS Game Mechanics - Balancing
LAFS Game Mechanics - Balancing
 
LAFS Game Design 10 - Fun and Accessability
LAFS Game Design 10 - Fun and AccessabilityLAFS Game Design 10 - Fun and Accessability
LAFS Game Design 10 - Fun and Accessability
 
Games andvideogames
Games andvideogamesGames andvideogames
Games andvideogames
 
LAFS Game Mechanics - Randomness and Risk
LAFS Game Mechanics - Randomness and RiskLAFS Game Mechanics - Randomness and Risk
LAFS Game Mechanics - Randomness and Risk
 
User interfaces
User interfacesUser interfaces
User interfaces
 
GAME 3400 Level Design - Moment Based Design
GAME 3400 Level Design - Moment Based DesignGAME 3400 Level Design - Moment Based Design
GAME 3400 Level Design - Moment Based Design
 
Player study
Player studyPlayer study
Player study
 
Game balance part 2
Game balance part 2Game balance part 2
Game balance part 2
 
Thegameplayerworld jesperjuul
Thegameplayerworld jesperjuulThegameplayerworld jesperjuul
Thegameplayerworld jesperjuul
 
6 lecture (game elements ) 2 2-2021
6 lecture (game elements ) 2 2-20216 lecture (game elements ) 2 2-2021
6 lecture (game elements ) 2 2-2021
 
LAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative ElementsLAFS Game Mechanics - Narrative Elements
LAFS Game Mechanics - Narrative Elements
 
Fundamental of game design part 2
Fundamental of game design part 2Fundamental of game design part 2
Fundamental of game design part 2
 
Lajvdesignmönster prolog 2016
Lajvdesignmönster prolog 2016Lajvdesignmönster prolog 2016
Lajvdesignmönster prolog 2016
 
LMU Elements of a Game Discussion
LMU Elements of a Game DiscussionLMU Elements of a Game Discussion
LMU Elements of a Game Discussion
 
Sports Games
Sports GamesSports Games
Sports Games
 
Chapter 2 structure of games tsppt 1
Chapter 2 structure of games tsppt 1Chapter 2 structure of games tsppt 1
Chapter 2 structure of games tsppt 1
 
Game theory
Game theoryGame theory
Game theory
 
Story telling and_narrative
Story telling and_narrativeStory telling and_narrative
Story telling and_narrative
 

Más de Sayed Ahmed

Workplace, Data Analytics, and Ethics
Workplace, Data Analytics, and EthicsWorkplace, Data Analytics, and Ethics
Workplace, Data Analytics, and EthicsSayed Ahmed
 
Python py charm anaconda jupyter installation and basic commands
Python py charm anaconda jupyter   installation and basic commandsPython py charm anaconda jupyter   installation and basic commands
Python py charm anaconda jupyter installation and basic commandsSayed Ahmed
 
[not edited] Demo on mobile app development using ionic framework
[not edited] Demo on mobile app development using ionic framework[not edited] Demo on mobile app development using ionic framework
[not edited] Demo on mobile app development using ionic frameworkSayed Ahmed
 
Sap hana-ide-overview-nodev
Sap hana-ide-overview-nodevSap hana-ide-overview-nodev
Sap hana-ide-overview-nodevSayed Ahmed
 
Will be an introduction to
Will be an introduction toWill be an introduction to
Will be an introduction toSayed Ahmed
 
Whm and cpanel overview hosting control panel overview
Whm and cpanel overview   hosting control panel overviewWhm and cpanel overview   hosting control panel overview
Whm and cpanel overview hosting control panel overviewSayed Ahmed
 
Web application development using zend framework
Web application development using zend frameworkWeb application development using zend framework
Web application development using zend frameworkSayed Ahmed
 
Web design and_html_part_3
Web design and_html_part_3Web design and_html_part_3
Web design and_html_part_3Sayed Ahmed
 
Web design and_html_part_2
Web design and_html_part_2Web design and_html_part_2
Web design and_html_part_2Sayed Ahmed
 
Web design and_html
Web design and_htmlWeb design and_html
Web design and_htmlSayed Ahmed
 
Visual studio ide shortcuts
Visual studio ide shortcutsVisual studio ide shortcuts
Visual studio ide shortcutsSayed Ahmed
 
Unit tests in_symfony
Unit tests in_symfonyUnit tests in_symfony
Unit tests in_symfonySayed Ahmed
 
Telerik this is sayed
Telerik this is sayedTelerik this is sayed
Telerik this is sayedSayed Ahmed
 
System analysis and_design
System analysis and_designSystem analysis and_design
System analysis and_designSayed Ahmed
 
Some skills required to be a computer hardware engineer professional
Some skills required to be a computer hardware engineer professionalSome skills required to be a computer hardware engineer professional
Some skills required to be a computer hardware engineer professionalSayed Ahmed
 
Simple demonstration on
Simple demonstration onSimple demonstration on
Simple demonstration onSayed Ahmed
 

Más de Sayed Ahmed (20)

Workplace, Data Analytics, and Ethics
Workplace, Data Analytics, and EthicsWorkplace, Data Analytics, and Ethics
Workplace, Data Analytics, and Ethics
 
Python py charm anaconda jupyter installation and basic commands
Python py charm anaconda jupyter   installation and basic commandsPython py charm anaconda jupyter   installation and basic commands
Python py charm anaconda jupyter installation and basic commands
 
[not edited] Demo on mobile app development using ionic framework
[not edited] Demo on mobile app development using ionic framework[not edited] Demo on mobile app development using ionic framework
[not edited] Demo on mobile app development using ionic framework
 
Sap hana-ide-overview-nodev
Sap hana-ide-overview-nodevSap hana-ide-overview-nodev
Sap hana-ide-overview-nodev
 
Invest wisely
Invest wiselyInvest wisely
Invest wisely
 
Will be an introduction to
Will be an introduction toWill be an introduction to
Will be an introduction to
 
Whm and cpanel overview hosting control panel overview
Whm and cpanel overview   hosting control panel overviewWhm and cpanel overview   hosting control panel overview
Whm and cpanel overview hosting control panel overview
 
Web application development using zend framework
Web application development using zend frameworkWeb application development using zend framework
Web application development using zend framework
 
Web design and_html_part_3
Web design and_html_part_3Web design and_html_part_3
Web design and_html_part_3
 
Web design and_html_part_2
Web design and_html_part_2Web design and_html_part_2
Web design and_html_part_2
 
Web design and_html
Web design and_htmlWeb design and_html
Web design and_html
 
Visual studio ide shortcuts
Visual studio ide shortcutsVisual studio ide shortcuts
Visual studio ide shortcuts
 
Virtualization
VirtualizationVirtualization
Virtualization
 
Unreal
UnrealUnreal
Unreal
 
Unit tests in_symfony
Unit tests in_symfonyUnit tests in_symfony
Unit tests in_symfony
 
Telerik this is sayed
Telerik this is sayedTelerik this is sayed
Telerik this is sayed
 
System analysis and_design
System analysis and_designSystem analysis and_design
System analysis and_design
 
Symfony 2
Symfony 2Symfony 2
Symfony 2
 
Some skills required to be a computer hardware engineer professional
Some skills required to be a computer hardware engineer professionalSome skills required to be a computer hardware engineer professional
Some skills required to be a computer hardware engineer professional
 
Simple demonstration on
Simple demonstration onSimple demonstration on
Simple demonstration on
 

Último

2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...Martijn de Jong
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonAnna Loughnan Colquhoun
 
FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024The Digital Insurer
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...DianaGray10
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024The Digital Insurer
 
GenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdfGenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdflior mazor
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoffsammart93
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Drew Madelung
 
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWEREMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWERMadyBayot
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...apidays
 
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingRepurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingEdi Saputra
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century educationjfdjdjcjdnsjd
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processorsdebabhi2
 
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...apidays
 
Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...apidays
 
ICT role in 21st century education and its challenges
ICT role in 21st century education and its challengesICT role in 21st century education and its challenges
ICT role in 21st century education and its challengesrafiqahmad00786416
 
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...Zilliz
 
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?Igalia
 

Último (20)

2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...2024: Domino Containers - The Next Step. News from the Domino Container commu...
2024: Domino Containers - The Next Step. News from the Domino Container commu...
 
Data Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt RobisonData Cloud, More than a CDP by Matt Robison
Data Cloud, More than a CDP by Matt Robison
 
FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024FWD Group - Insurer Innovation Award 2024
FWD Group - Insurer Innovation Award 2024
 
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
Connector Corner: Accelerate revenue generation using UiPath API-centric busi...
 
Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024Axa Assurance Maroc - Insurer Innovation Award 2024
Axa Assurance Maroc - Insurer Innovation Award 2024
 
GenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdfGenAI Risks & Security Meetup 01052024.pdf
GenAI Risks & Security Meetup 01052024.pdf
 
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot TakeoffStrategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
Strategize a Smooth Tenant-to-tenant Migration and Copilot Takeoff
 
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
Strategies for Unlocking Knowledge Management in Microsoft 365 in the Copilot...
 
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWEREMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
EMPOWERMENT TECHNOLOGY GRADE 11 QUARTER 2 REVIEWER
 
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data DiscoveryTrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
TrustArc Webinar - Unlock the Power of AI-Driven Data Discovery
 
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
Apidays New York 2024 - The Good, the Bad and the Governed by David O'Neill, ...
 
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost SavingRepurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
Repurposing LNG terminals for Hydrogen Ammonia: Feasibility and Cost Saving
 
presentation ICT roal in 21st century education
presentation ICT roal in 21st century educationpresentation ICT roal in 21st century education
presentation ICT roal in 21st century education
 
Exploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone ProcessorsExploring the Future Potential of AI-Enabled Smartphone Processors
Exploring the Future Potential of AI-Enabled Smartphone Processors
 
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law DevelopmentsTrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
TrustArc Webinar - Stay Ahead of US State Data Privacy Law Developments
 
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
Apidays Singapore 2024 - Building Digital Trust in a Digital Economy by Veron...
 
Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...Apidays New York 2024 - The value of a flexible API Management solution for O...
Apidays New York 2024 - The value of a flexible API Management solution for O...
 
ICT role in 21st century education and its challenges
ICT role in 21st century education and its challengesICT role in 21st century education and its challenges
ICT role in 21st century education and its challenges
 
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
Emergent Methods: Multi-lingual narrative tracking in the news - real-time ex...
 
A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?A Year of the Servo Reboot: Where Are We Now?
A Year of the Servo Reboot: Where Are We Now?
 

Game balancing

  • 1. Fundamentals of Game Design Game Balancing Sayed Ahmed BSc. Eng. in CSc. & Eng. MSc. in CSc. http://sayed.justetc.net http://www.justETC.net sayed@justetc.netWww.JustETC.net Presented at the University of Winnipeg, Canada Just E.T.C for Business, Education, and Technology Solutions 1
  • 2. Introduction  To be enjoyable  A game must  Be well balanced  Be not too easy nor too difficult  Feel fair to competing players  Feel fair to the individual player itself
  • 3. Topics  Qualities of a well balanced game  How to balance your game  How to set up and balance both  Transitive and intransitive relationships among player choices  Make them simultaneously  Interesting and well-balanced  Dominant strategies and how they affect balancing  Ways to incorporate chance into games  Where the better player still enjoy better rewards  Will focus on two major issues of game balance  Fairness and difficulty  Fairness  Player versus player  Player versus environment
  • 4. Topics  Difficulty  Player versus environment  Various factors that affect the player’s perception of difficulty  How to manage the factors  Role of positive feedbacks  How to use it  How to control it  Investigate the problems of  Stagnation  Trivialities  Design games so that the tuning stage is still easier
  • 5. What is a Balanced Game  Balanced Game  Fair to the player (players)  Neither too easy nor too hard  Skill of the player is the most important factor to win the game  What makes a balanced game  Several different features together make the game balanced  A collection of design and tuning process create those balancing qualities in a game
  • 6. What is a Balanced Game  Techniques for balancing may differ for  Player versus player (may be artificial opponent)  Player versus environment  A well balanced game posses the following characteristics  The game provides meaningful choices  The role of chance is not that extreme that player skill becomes irrelevant  Well balanced PvP posses the following  The players perceive the game to be fair  Any player who falls behind early in the game gets reasonable opportunities to catch up again before the game ends  The game seldom or never results in a stalemate
  • 7. What is a Balanced Game: PvE  A Well Balanced PvE game posses the following  The player perceives the game to be fair  The game’s level of difficulty must be consistent
  • 8. Avoiding Dominant Strategies  What is a strategy  The plan to play the game for victory  Can be aggressive  Can be defensive  Two player may prefer two different strategy  Ideally, they should have equal chance of winning  Dominant Strategy  A strategy that results the best outcome  A player may achieve  No matter what her opponent does  Are undesirable – makes all other choices useless  Worse: if one player can use the strategy – others cannot  Happens in asymmetric games  Makes the game unfair
  • 9. Avoiding Dominant Strategies  One single choice can be a dominant strategy  Strategies that avoid loss or prevent an opponent from scoring points  May qualify as dominant  Before 1955, a basket ball player could use endless tactics - dominant
  • 10. Dominant strategies in Video Games  Some video games permit dominant strategies  Command and Conquer: Tank Rush  Madden NFL  Fighting games prone to dominant strategies  Fighting and football games  Large number of offensive and defensive actions  Difficult to test (for fairness and balancing)  Bad character design may lead to dominant strategies  Super street fighter II turbo  Akuma: Air fireball
  • 11. Transitive relationships among Player Options  Transitive  Relationship among three or more entities  A> B, B>C, A>C  Example: Strategic options  Aggressive > Defensive > Stealth  Aggressive > Stealth  Smart player will always choose Aggressive mode  To address the imbalance  You may assign direct costs to each strategy  That may lead to players to consider the weak strategies as well  Riding horse may be more fun but costlier than riding bi-cycle  Traveling with a Hummer will cost more than travelling with Ford  Shadow cost  PvE players find shadow costs are unfair  Designers use transitivity to reward players as well  Can be back and forth
  • 12. Intransitive relationships  Here the relationships among strategies, or options are intransitive  A beats B, B beats C,  Does not mean that A beats C  Rock->paper->Scissors  Paper beats rock, rock beats scissors, scissors beat paper  Balanced three way intransitive relationship  Classic design technique to avoid dominant design strategies  Forms the basis for balancing player strategies in many games  Virtua Fighter 3 (David Sirlin) uses RPS for players movements  Attacking beats throwing, throwing beats blocking, blocking beats attacking  The ancient art of war: RPS three unit types: Knights, Archers, Barbarians  K>b, b>a, a>k
  • 13. Intransitive relationships  RPS simple  Not suited to modern war games  Offers no interesting choices  Needs some variation  Adjust system to produce different benefits  Give players different amount of money to win with  Rock, paper, or scissor  Target to earn the most money  So make your choices like  One choice is better than others in some situations but not in all  Implement it in the core-mechanics  Example: Race game: lizard, frog, mouse  Advantages remain slight than overwhelming  Course complex mixture of rock, swamp, grass  Partial freedom to select routes  Add some shadow costs  Careful adjustment will make the game balanced
  • 14. Orthogonal Unit Differentiation  Each type of unit a player can control in a game  Should be orthogonally different from all others  Each unit unlike than the others in a different dimension  Not in the same dimension  Race: ford, dodge – speed – differ in only one dimension  Make the units differ in power at one aspect but offer different qualities with each unit  To offer a large variety of strategies  To make the choice more interesting  Every unit should have capabilities that others don’t have  Each unit plays a distinct role  Little point to offer weaker units only upgradable to more powerful unit
  • 15. Orthogonal Unit Differentiation  The more diverse your challenges are  The easier to offer orthogonally different units  Racing games are not good places as all the players will face similar challenges  War games can easily offer orthogonal units  Such units also help to prevent dominant strategies  Define the victory condition in such a way  The player must use a variety of different units to win the game
  • 16. Dominant Strategies in PvE Games  One action to surmount all challenges  Makes a dull game  Games usually offer more challenges than actions  With a smaller set of actions players can  Experiment with the actions to overcome the challenges  Fewer actions does introduce a potential problem  Powerful esp.  Actions that can overcome several different kinds of challenges  You risk to create exploits  Actions so powerful that the player may become unstoppable  No straight forward rule  But testing will help  Try to play with as many actions and combinations possible to defeat a challenge  Smaller actions offer testability  Be careful with power ups and special actions that gives the player more power than usual
  • 17. Incorporating the Elements of Chance  Use chance sparingly  Chance affects only minority of actions  Balance the effect of chance as follows  Use chance in frequent challenges with small risks and rewards  Allow the player to choose actions to use the odds to his advantage  Allow the player to decide how much to risk
  • 18. Making PvP Games Fair  Fairness in PvP Games  The rules give each player equal chance of winning  At the beginning of the game  The rules do not give advantages or disadvantages to players unequally  during the game in ways that they cannot influence or prevent  apart from the operation of chance
  • 19. Balancing Games with Symmetry  Decide the game to be symmetric or asymmetric  At the beginning  All PvE games are asymmetric  Symmetric PvP games are easier to create  Whatever you do for one player  You do it for all players  Give similar resources and power in the beginning  Also same condition
  • 20. Balancing Asymmetric Games  Fox and Geese Example  Testing all possible combinations  Be lengthy
  • 21. Making PvE Games Fair  The game should offer the player challenges at a consistent maximum levels of difficulty  No sudden spikes  The player should not suddenly lose the game  Without warning  And through no fault of his own  Learn by dying  The immortal  Give warning of danger  A stalemate should not occur  A condition from where both win or lose is impossible  The game should not ask for critical decision without informing the player with all information  Monty on the run  All the factual knowledge required to win the game should be contained within the game  The game should not require the player to meet challenges not normally presented in the game’s genre  Puzzle in Simulation Game
  • 22. Managing Difficulty  Flow State  Ability balances with the difficulty  Peak Productivity  Too Much Challenging  Causes anxiety  Too Easy  Causes boredom  Absolute Difficulty  Perceived Difficulty  The perceived difficulty of a well balanced game should remain within a certain range  Should not have sudden spikes or dips
  • 23. Other Balance Considerations  Balance Consideration  Avoiding Stagnation  Avoiding Trivialities  Avoiding Stagnation  The player is stuck – he does not know what to do  The game did not give him enough information to act  Hidden switch concept in first person shooter games  PvP: happens rarely  Stagnation can happen if the resource level is too low to act  PvP  Hidden boss enemy (after all enemies are destroyed)  Set a separate victory condition  Destroy the headquarter  Try to give some guide/hints at stagnation points  Gentle nudge
  • 24. Avoiding Trivialities  Avoid uninteresting details  Example  Fuel Consumption, Where to store gold  Police Game
  • 25. Design to Make Tuning Easy  Design to make tuning easy  Use generalized mechanics  Separate the code from data  Tune the mechanics for each entity separately  Fine tuning your game  Modify only one parameter at a time  Changing multiple parameter at once makes it difficult to understand which change affected the outcome  When modifying parameters, make big adjustments, not small ones  Double or half the value of a test parameter  Keep records  Focused on tester and testing  Be sure your programmers use pseudo-random numbers  To regenerate the issue
  • 26. Managing Difficulty  Perceived Difficulty  Hard to compare difficulty level of different types of challenges  Even with the same type of challenges, it’s difficult to compare difficulty level  Complexity differs from person to person  Factors Outside the Control of the Designer  How much time the player has spent playing the game  Or faced similar challenges in similar games  How much native talent the player brings to the game  In multiplayer games, it’s the skills of the opponents that make the game hard or easy  Though if the game is fair not much effort to manage difficulty  Set difficulty of the challenges as posed by the environment
  • 27. Types of Difficulty  It is the perceived difficulty that matters most  To design a challenge of your perceived difficulty  You should consider the following  Intrinsic skills required  The stress  Power provided  In-game experience  Absolute Difficulty  By using the absolute difficulty  you will be able to compare the difficulty level of different challenges
  • 28. Types of Difficulty  Reactive Difficulty and Power Provided  In addition to measuring absolute difficulty  You need to measure  The power the player has been given  Relative difficulty  Difficulty of a challenge relative to the player’s power to meet the challenge  Perceived Difficulty and In-Game Experience  In-game experience:  The amount of time the player has spent to overcome any particular type of challenge  Level designers can keep this in mind for designing the difficulty level of games  Perceived difficulty = absolute difficulty – (power provided + in game experience)
  • 29. Managing Difficulty  Creating a Difficulty Progression  The difficulty should increase with time  Increase absolute difficulty  Also increase power of the user  increase relative difficulty as well  Make the perceived difficulty also increasing  In a balanced game the perceived difficulty either should not change or will increase
  • 30. Establishing Difficulty Modes  Games with multiple difficulty level  The perceived difficulty will not go above a certain point for a level  Action and Action Adventure Games  Designers normally  Give the enemies more health,  allow them to do more damage  Make them more numerous  Adjust the AI of the enemies
  • 31. Dynamic Difficulty Establishment  Max Payne: First Person Shooter game:  Adjust enemy power according to player’s performance  Half-life  Check the state of the health of the avatar
  • 32. Understanding Positive Feedback  Benefits of Positive Feedback  Positive feedback discourages stalemate  Positive feedback rewards success  Controlling Positive Feedback  Don’t provide too much power as a reward for success  Introduce negative feedback  Raise the absolute difficulty level of challenges as the player proceeds  Allow collusion against the leader  Define victory in terms unrelated to the feedback cycle  Use the effects of chance to reduce the size of the player’s rewards

Notas del editor

  1. <number>
  2. <number>
  3. <number>
  4. <number>
  5. <number>
  6. <number>
  7. <number>
  8. <number>
  9. <number>
  10. <number>
  11. <number>
  12. <number>
  13. <number>
  14. <number>
  15. <number>
  16. <number>
  17. <number>
  18. <number>
  19. <number>
  20. <number>
  21. <number>
  22. <number>
  23. <number>
  24. <number>
  25. <number>
  26. <number>
  27. <number>
  28. <number>
  29. <number>
  30. <number>
  31. <number>
  32. <number>