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Game Balancing & Flow Agenda
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Game Balancing & Flow Introduction
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Optimal game balancing? Placed elements in the flow diagram Adams´ & Rollings´ elements
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Low High abilities Anxiety Boredom 1 2 3 ChallengesChallenges 4
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The dynamic elements 1.Provide a consistent challenge 2.Provide the player with a perceivably fair playing experience 3.Avoid stagnation 4.Avoid trivialities 5.Allow setting of difficulty level (Adams & Rollings 2003, p. 272)
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Low High Abilities/skills Anxiety Boredom 1 2 3 Provide a consistent challenge Provide the player with fair playing experience Avoid stagnation Avoid trivialities Allow setting of difficulty level ChallengesChallenges
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Low High Abilities/skills Anxiety Boredom 1 2 3 Provide a consistent challenge Provide the player with fair playing experience Avoid stagnation Avoid trivialities (Allow setting of difficulty level) ChallengesChallenges
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How and why is the placement of the elements changed?
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Different player types – different situations Every player contains elements from each player type
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The Dream Scene Straight storyline Forced to pick up a gun and kill his colleague
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The Fair ground-level Find your associate Ghost town-alike scene Moving objects, strange sounds No enemies!
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Low High abilities Anxiety Boredom 1 2 3 * Explorer ChallengesChallenges
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The Explorer Not disturbed by enemies Many things to explorer Only exploring the surroundings Experiencing the level as fair Not stagnating
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Low High abilities Anxiety Boredom 1 2 3 * Explorer ChallengesChallenges
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The Achiever Chaotic Many things to investigate Feel a consistent challenge New way to solve a level
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Low High abilities Anxiety Boredom 1 2 3 * Explorer ChallengesChallenges * Achiever
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The Killer Fair play experience “You can fool some of the people all of the time, and all of the people some of the time” (Adams & Rollings p. 276) Provides an atmosphere, that appeals to the killer Shooting as a reflex Challenge will fall during the level Only make this scene once
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Low High abilities Anxiety Boredom 1 2 3 * Explorer ChallengesChallenges * Achiever * Killer
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Low High abilities Anxiety Boredom 1 2 3 * Explorer ChallengesChallenges * Achiever * Killer
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Summary Why and how are games balanced to match certain player types? –Bring and keep
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