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# Game Development: Game Balance

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The importance of symmetrical and asymmetrical balance in the development of games. A video game can be represented in a Excel sheet using numbers only.

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### Game Development: Game Balance

1. 1. Managing GameDevelopmentGame Balance
2. 2. ObjectivesDemonstrate anunderstanding of gamebalance.Explain the featuresof player/playerbalance.Explain the featuresof player/gameplaybalance.Explain the featuresofgameplay/gameplaybalance.
3. 3. Player/Player BalanceThis is most important infighting games or multiplayerFPS.A balanced game should avoidrandom elements that favor oneplayer.The simplest way to ensureperfect balance is by exactsymmetryInVirtual Fighter:If Sarah whips lion everytime? It becomes a gameimbalance.
4. 4. Player/Gameplay balanceThis is the key to fun.Reward the player.Let the machine do the work.Make a game that you can playwith not against.Hardcore players may claim theywant a very difficult opponent, inreality they just want to have funlike all other players.They want to play, not fightfor their lives.
5. 5. ROCK PAPERSCISSORSGameplay/Gameplaybalance
6. 6. SCISSORSROCK PAPERINTRANSITIVE GAME MECHANICSROCKPAPERSCISSORS0 -1 +20 -1+1+1 0-2PAYOFF MATRIX any game can be represented this wayany game can berepresented in aexcel file: numbers
7. 7. INTRANSITIVE GAME MECHANICSROCKPAPERSCISSORS0 -1 +20 -1+1+1 0-2Sum must = O, one player gains another losesNet Payoff = (0x r) + (-1 x p) + (2 X s)1)R- 1p +2s2) P = r – s3) S = 2r + 2pTABLE can have unlimited columns
8. 8. Gameplay/GameplayVariety of interesting choices for the playerOptimum choices depend on the choices otherplayers makeHow frequently are the choices worth makingIntransitive game mechanics are goodAttribute balance and Stone-Paper-scissorsWhat is intransitive about Stone-Paper-scissors
9. 9. A Game BalanceChecklistA player should never be put in an unwinnablesituation through no fault of their own.The game should be fun to learn as well as toplay, and it should be more fun the more youmaster it.All options in the game must be worth usingsometimes, and the net cost of using each optionmust be worth using sometimes, and the net costof using each option must commensurate withthe payoff you get for using it.
10. 10. A Game BalanceChecklistA player should never be put in an unwinnablesituation through no fault of their own.The game should be fun to learn as well as toplay, and it should be more fun the more youmaster it.All options in the game must be worth usingsometimes, and the net cost of using each optionmust be worth using sometimes, and the net costof using each option must commensurate withthe payoff you get for using it.