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Game Balance.

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Presentation on theme: "Game Balance."— Presentation transcript:

1 Game Balance

2 Introduction Graphics, level design, and story are all important factors to keep gamers interested when playing any type of game However balance is a factor that must be considered to ensure a satisfying experience. There are three distinctive factors involved to be addressed when designing a game: 1. Player/Player 2. Player/Gameplay 3. Gameplay/Gameplay

3 Player/Player Balance
Multiplayer gaming is a massively popular activity all around the world. The key factor here is that victory is dependant on the players skill and judgment, aspects of game design should not affect whether one player has an advantage over another. However an element of luck and gambling can be involved in particular game strategies it should not be biased towards one party; if a rocket launcher is at a teams base it should also be present at the other end of the map for the other team. Balance like this is referred to as symmetry

4 Symmetry No game should ever be decided by factors outside a player’s control. While asymmetries can exist, and often do need to exist to provide realism or aesthetics, they should not play any major role in the progression of major gaming moments Symmetry is important because it provides perfect balance. However it may also be argued that a game with a symmetrical nature that does not follow an abstract gaming idea (for example, Chess) would be bland to play.

5 Symmetry In Level Design
Important Factors of symmetric level design to consider include: 1. Maps that offer no obstacles to all players. Or offer navigational difficulties to all. 2. Ensuring that the symmetry of the level isn’t an insult to the player. Symmetry can be hidden so factors can be perceived to be different, but not advantageous 3. Giving responsibilities to the gamer. Many games give you the option of starting in a particular place on a map or spawn point. Sometimes people make mistakes and this could affect the overall outcome of a game

6 Symmetry In Game Design
There are two approaches to ensuring functionality is identical for all competing players. The simplest method is to let participants on an equal playing field have the equal opportunities, however this is dull and does not offer the same challenge. The difficult approach is to provide a multitude of choices but balance out those options so no one player has an upper hand. This task can become fundamentally difficult when competitors have different methods and means at there disposal.

7 Player/Gameplay Balance
As with all types of media games need to keep the player enthralled so that they come back for more. While all games today are classified in terms of the genre they aim at the most popular games either appeal to us because of there widespread commonality or use of innovative features that make them stand out from the crowd. Player/Gameplay balance takes into account the player’s relationship with the game; does performing this action seem worth my time and effort? Am I being rewarded for my progression? Is this game tedious because it punishes my mistakes too much?

8 Player/Gameplay Balance
Player/Gameplay balance entails balancing the challenges against the player’s improvement curve, and can be related to three simple aspects: 1. Reward the player 2. Let the machine do the work 3. Make a game that you can play with

9 Reward The Player Having spent 10+ hours through a game takes dedication and time. Gamers should be awarded for this. A game that delivers a strong storyline and climatic or conclusive ending will keep people interested. Don’t focus on punishing people so much that they need to save their game every five minutes. Hidden bonus features that are un-lockable upon completion of a game are virtually guaranteed to ensure replay value.

10 Let The Machine Do The Work
Menial tasks are laborious and if they are necessary in a game try to ensure that players do not have to tolerate them for long, if at all. After all the game is being played on some sort of computer capable of performing repetitive tasks very quickly and easily. While only playing a minor role in a game, the interface through which a player views the game world must be purposeful so as not to take away from the overall appeal of actually playing the game

11 Make A Game You Play With
While your game could have glorious visuals, breathtaking vast maps and a compelling story line it is important to ensure that progression is not a result of trial and error. One of the most basic rules of game design acknowledges the fact that in most games as a player progresses they become faster, stronger, more powerful, or experienced. So while the challenge should grow with the player it should not be a case of reloading the game from the last save point because a mistake was made.

12 Gameplay/Gameplay Balance
Balancing gameplay aspects can be generalised from some analysis of basic game theory, these include: 1. Choice will always be more interesting when compared to linearity 2. Difficulty lies in balancing the game irregardless of the choice made by the player 3. This is not easy to establish because the optimum choices depend on the choices other players make


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