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GAME BALANCING
Alex Graciov and Devon Gasparotto
Overview
What is a Balanced Game? Dominant Strategies Element of Chance Making PvP Games Fair Managing Difficulty Understanding Positive Feedback Other Balance Considerations
What is a Balanced Game? A Fair Game
Is not too easy nor too hardMakes player skill the most important factor
in determining success Balance differs between PvP and PvE
Balanced PvE/PvP Characteristics
The Game Provides Meaningful Choices The Role of Chance is Not so Great that
Player Skills becomes Irrelevant
Well-Balanced PvP Charactersitics The Players Perceive the Game to be Fair Any Player who Falls Behind Early in the
Game gets an Opportunity to Catch up The Game Seldom or Never Results in a
Stalemate, Particularly Among Players of Unequal AbilityExample: ChessLeft with King vs King
Well-Balanced PvE Characteristics
The Player Perceives the Game to be FairComplicated due to lack of human players
The Game’s Level of Difficulty Must be Consistent
Dominant Strategies
Strategy is plan for playing a game, according to an approach that player believes will be successful
Dominant Strategy, is a strategy that reliably produces best outcome no matter what opponent does, thus eliminating all other options
Transitive Relationships Among Player Options
Is a relationship between 3 or more entitiesIf A is greater than B and B is greater than
C then A is greater than CMaking A the Dominant StrategyThis imbalance can be fixed by imposing a
Direct Cost on the entities
Direct Cost
Making A cost the most, and B cost more than C will eliminate the Dominant Strategy, forcing the player to choose appropriate strategy depending on the Cost.
Shadow Cost
Costs that are hidden from the playerSmaller fuel tank on the Car, will cause
more money wasted on fuelIn PvE this may seem unfair.
Intransitive Relationships
Rock Paper ScissorsIf A beat B and B beats C, can’t assume A
beats C
Orthogonal Unit Differentiation
Each type of unit should be orthogonally different from all others.
Each unit should display different qualities and possibilities.
A unique feature In war games:
Some units may fly, travel on water, or groundEach unit has it’s on purpose and unique
ability
Design Rule
Differentiate All Your Units
Design Rule
Test Thoroughly to Eliminate Dominant Strategies
Incorporating the Element of Chance Use Chance Sparingly Use in Frequent Challenges with Small
Risks and Rewards Allow Player to Choose Actions to use
Odds to their Advantage Allow Player to Decide How Much to
Risk
Making PvP Games Fair
PvP is fair whenRules give each player equal chance of
winning at startRules don’t allow advantages/disadvantages
to player unequally during game in ways that they cannot influence or prevent outcome
Balancing Games with Symmetry In PvP
All players play by the same rules and try to achieve same victory condition.
Both sides are identical (TF2, CS)
Balancing Asymmetric Games Different players play by different rules Must test mechanics for all combinations
of types of competitors to ensure non-existence of dominant strategies (in-house testers, beta testers)
Testing Sucks!
Project Managers
Developers
Cheating AI and Secret Symmetry Some games have AI that is not good
enough to beat human players This is solved be letting AI cheat (go out
of bound of game rules) to make AI more interesting
This is allowed to a certain extentAs long as the player doesn’t notice or isn’t
too obvious.
The Point Assignment System Assign players identical quantities of
resources or points to delegate to attributes at the beginning
Assigned points to offered units must be orthogonally related
Attributes should scale in the same way to avoid imbalance that may lead to dominant strategy
Starcraft – Perfect Example Perfect example of asymmetrically
balanced game Each race offers flying, construction,
infantry units All units between races cost different
and have different attributes, but all are balanced with each other.
Making PvE Games Fair Game Offers Player Challenges with consistent
difficulty increasing (No sudden spikes) Player should not suddenly lose game without
any warning and through fault of his own (learn by dying, Dark Souls)
Making PvE Games Fair
Stalemate should not occurDeadlock
Game shouldn’t ask player to make critical decisions without adequate information
All factual knowledge required to win should be contained within the game
Game should not require the player to meet challenges not normally presented in the game’s genre
Managing Difficulty
Factors Outside Designer’s Control Previous Experience
Uncertain how long player has played similar games
Native TalentPlayer’s natural talent to use during
challenges Multiplayer
Cannot control the player’s opponents’ skill.
Absolute Difficulty
Compare the amount of ISR (intrinsic skill required) to meet challenges and stress it imposes on a trivial challenge of the same typeTwice the difficulty for an enemy with twice
the health
Relative Difficulty
Power ProvidedMeasures player’s strength (player statistics)
Difficulty of a
challenge relative
to the player’s
provided power to
meet that
challenge.
Eg. Skyrim
Relative Difficulty
In Skyrim, the difficulty depends on the player’s Level, the higher it is, the more damage AI enemy inflicts on the player.
So leveling up just on Thief skills (lockpicking, sneaking etc.) and getting a level +80 in the process will not end well for you.
In persistent worlds, warn players against trying a mission that is too difficult
Perceived Difficulty & In-Game Experience
Player learn to handle user interface and mechanics more efficiently as they play
The difficulty the player actually senses The type we are most concerned with
Perceived Difficulty = Relative Difficulty – Player’s experience
where
Relative Difficulty = Absolute Difficulty – Power Provided
The formula doesn’t use quantified values, but can certainly be converted to use.
Creating Difficulty Progression
ConsiderPlayer’s in-game ExperienceIncreasing Power
Perceived Difficulty should not change for young children/infrequent gamers
Evolving the Player
Increase Absolute Difficulty of challenges Increase Power available Ensure player doesn’t gain experience,
such that challenges get easier
Design Rule
Don not jump difficulty from level to level
Difficulty Modes Easy, Medium, Hard
They should not overlap with each other Accounts for native talent and previous
experience
Potentially increase market
Design Rule
Easy Mode Means Easy
Dynamic Difficulty Adjustment Detect player skill and adapt experience Mechanisms:
Performance-EvaluationAdjustment Mechanism
Approaches:Adjust enemies and other characteristics
based on performance
Dynamic Difficulty Adjustment Approaches:
Rubber banding in racing
Training Tutorials
Dynamic Difficulty Adjustment Approaches:
Detect when player is dying frequently and offer bonuses
Positive Feedback
Player achievements changes game to make subsequent achievements easier
Positive Feedback
Examples:Give Advantage to Leader – easier to
maintain leadDiscourage StalemateReward Success, provide Reward in a
Useful form
Control Positive Feedback Should not occur quickly – prevents
players from catching up Ways to control:
Don’t Provide too much power as rewardRestrict player’s powerCosts and Benefits with player
achievements
Control Positive Feedback Ways to Control:
Raise Absolute Difficulty as player proceedsCollaborate against Leader
Control Positive Feedback Ways to Control:
Chance to reduce size of rewardsDefine Victory in terms unrelated to
feedback cycle (i.e. distractions)
Positive Feedback Applied
Avoiding Stagnation
Stagnation: player doesn’t know what to do nextLack of info to proceed
Help Player:Hide clues on how to proceed (in plain sight)Give guidance to wandering
player
Avoid Trivialities
Let Computer handle Can use trivialities, but should be
Infrequent
Make Tuning Easy
Entity has its own mechanicsMust be tuned separately to prevent
imbalance Tweaking should not unpredictably
throw off balance Separate Code from Data