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The principles outlined here are helpful for balancing games since games are systems.
- Use slow and durable negative feedback loops to balance positive feedback.
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Generally we can either Playtest the game or simulate the game to gather data. Analytical tools such as design patterns also help in analysis.
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It is often easier to perform the game balancing if the randomness mechanisms are removed. This helps detect dominant strategies.
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Testing for specific strategies and player roles is a good way to understand the viability of these strategies during play .
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If you have to spend a lot of time trying to make artificial players that successfully control your economy, that’s usually an indication that your economy has a problem
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Run experiments that aim to answer specific balancing questions.
Balancing Principles
- According to Schell
Fairness
- Players want to feel that the forces working against them do not have an advantage that will make them impossible to defeat
- Symmetric Games - players have equal powers and resources. Suitable for Competitive games.
- Balancing necessitates considering first-move advantage (either random or least skilled first)
- Asymmetrical Games - players have different resources and abilities. We may want this for a variety of reasons
- To simulate a real world experience
- To allow for exploration
- To allow personalization by giving players resources that match their skills.
- To level the playing field.
- To create interesting situations
- One way to balance an Asymmetrical game is to give players the same total “sum value” of resources, with each resources having the same values.
- Another way is circular balance where there is a rock-paper-scissors dynamic. Something exists as a counter to something else.
- Relevant Lenses: Fairness,
Challenge vs Success
- The appropriate level of challenge keeps the player in flow.
- Some common techniques for balancing:
- Increase difficulty with each success. However, consider the tense and release pattern
- Let players get through easy parts fast.
- Create layers of challenge (for example via a scoring system)
- Let players choose the difficulty level (this comes at the cost of balancing more versions of the game)
- Playtesting with a variety of players.
- Give the losers a break
- It may make sense to consider what percentage of players do you want to complete the game.
- Remember: Just learning the game is already a challenge
- Relevant Lenses: Challenge,
Meaningful Choice
- Games should have meaningful choices.
- Dominant strategies ruin game balance and make the game less fun. Balancing should get rid of dominant strategies
- The number of choices provided to the player should equal the number of things the player wants to do — too much and its overwhelming, too little and the player is frustrated.
- Consider triangularity - the classic trade-off of low risk low reward and high risk high reward.
- Relevant Lenses Meaningful Choices, Triangularity
Skill vs Chance
- Chance and Player skill negate each other.
- One common way to balance these is to alternate the use of chance and skill in the moment to moment gameplay.
- According to David Perry, the key to addictive games is designing the game such that players are doing three things
- Exercising a skill
- Taking a risk
- Working a strategy
- Relevant Lenses: Skill vs Chance
Heads vs Hands
- Consider how much of the game should involve doing a challenging physical activity vs how much it should involve thinking, again taking into account the preferences of the target demographic.
- Relevant Lenses: Heads and Hands
Competition vs Cooperation
- Games provide avenues for both competition and cooperation. These can be combined and used in different ways.
- Relevant Lenses: Competition, Cooperation, Competition vs Cooperation
Short vs Long
- Balance should take into account the length of the gameplay
- Too short and choices will not be meaningful enough.
- Too long and the game may feel like too much of a time commitment.
- The main factors that affect the duration of the game are the win conditions.
Rewards
- Players are motivated by a certain desire that can be fulfilled by the game.
- Games judge players, but they should judge them fairly.
- The following are some examples of rewards: We balance the rewards by controlling which are given out and when.
- Rule of thumb: More rewards = better
- Rewards have diminishing returns. People have a tendency to get acclimated to rewards the more they receive them.
- Favor variable rewards over fixed rewards.
- Rewards are generally a better tool for reinforcement than punishment. If you need to encourage something, use a reward.
- Relevant Lenses: Reward
Punishment
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The following show examples of punishments.
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Be careful with setting punishments in game. Balance them by making them reasonable.
- Punish the player for things that they are able to understand and prevent Otherwise, the player will feel like they are not in control.
- Punishments that are unfair have their place for players who are motivated by challenges. However, even these players must be able to see how they can prevent the punishment.
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A combination of light punishments is enough to encourage certain behaviors.
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Relevant Lenses: Punishment
Freedom vs Controlled Experience
- There is a trade off in giving the player freedom of choice. Not only that, but it is extra work for the designers in giving the player more options.
- Consider where to give the player freedom and how much freedom to give.
Simple vs Complex
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There are two kinds of complexity in a game:
- Innate Complexity - when the very rules of the game are complex. Generally bad because it makes the rules convoluted.
- If there are a lot of exceptions to the rule, then there is innate complexity.
- Emergent Complexity - when simple rules give rise to complex phenomena. Emergence is good.
- Innate Complexity - when the very rules of the game are complex. Generally bad because it makes the rules convoluted.
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There are two kinds of balancing
- Artificial Balancing - adding more rules and more innate complexity to balance the game.
- Natural Balancing - the desired effects emerge naturally from the game.
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Elegance arises from simple systems that perform robustly in complex situations. Elegant game elements are those that serve many purposes.
- Whenever possible, favor removing something or using something that already exists than adding something new.
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Elegance is balanced with character. Too much elegance makes the game too simple. Adding character entails adding lovable, quirky elements that make the game unique.
- Elegance is simplicity. Character is complexity. Both are needed.
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Relevant Lenses: Simplicity and Complexity, Elegance, Character
Detail vs Imagination
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Decide exactly what details should be provided, and which should be provided to the player’s imagination
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Some tips or how to do it well:
- Only detail what you can do well. When you cannot detail it in high fidelity, use the player’s imagination to do the detailing for you.
- Give details the imagination can use - Give details that the player can easily understand. This serves to introduce knowledge that is easily parsed.
- Familiar things do not need much detail. The imagination cannot help when the player is not familiar with the setting.
- The binocular effect. Use a little detail to get a lot of imagination. Briefly show a detailed view then zoom out and let the imagination take care of the rest.
- Give details that inspire imagination. Appeal to the player’s fantasy.
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Relevant Lenses: Imagination
How to Balance a Game
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Use the lens of the problem statement. Balancing is a design issue.
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Double and halve. That is, narrow down the parameters of the game by doing a binary search. Push the values farther than what intuition tells us.
- Change something so that you can feel the difference right away.
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Train your intuition by guessing exactly.
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Document the model Write down what you think the relationships are between the things being balanced. This helps clarify things and gives a framework to record results of balancing.
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Tune the model as you tune the game. Essentially, follow the scientific method.
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Plan to balance. Put systems that make it easy to change the values you expect to balance. A variation of iteration.
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Most of the time, the players shouldn’t balance the game. The players are biased— they want to win and poor balance may help with that.
- However, take into account player feedback.
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Beware the pitfalls of dynamic game balancing — that is, difficulty that adjusts to the players. This is not to say it is unviable, but that it comes with its own challenges.
- It spoils the reality of the world. If the abilities of their opponents are relative to the player, then the illusion that they are fixed challenges to be mastered disappears .
- It is exploitable. If the game gets easier when they play badly, they may just play badly to make the game easy.
- Players improve with practice.
Links
- Adams and Dormans - Ch. 8 - Ch. 12