In this presentation we introduce the game balance "interesting strategies". It is especially important as games with a single dominant strategy are boring. No strategy must be much better than others and without drawbacks.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
This document provides an overview of a workshop on game architecture and programming. The workshop schedule includes sessions on game architecture, programming, art resources, concepts and elements, development, quality and optimization. It discusses the history and genres of gaming, careers in the industry, and game development processes. It also covers platforms like mobile, desktop and cloud/server gaming and revenue models in the growing gaming industry.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
1. Pandemic uses cooperation as players must work together to treat disease outbreaks around the world before they get out of control. Players share resources and have a common goal of curing diseases.
2. Cartagena the Escape has a rescue mechanic as players work cooperatively to escape from a prison. They must overcome obstacles and rescue each other from guards.
3. Space Alert puts players on a team as they cooperate to navigate a spaceship and complete missions amid threats. Players must communicate and work together in real-time to survive threats and accomplish their goals.
In this presentation we introduce the game balance type 'sustained uncertainty'. Uncertainty is usually understood as related to randomness and difficulty. It is essential to keep the game interesting to the user.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Game Balance 3: Player Equality and FairnessMarc Miquel
In this presentation we introduce the game balance type "player equality and fairness". It is essential so the players do not feel the game is unworthy of playing. All the players must feel they are given the chances to win.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
In this presentation we introduce the concept game balance, its different types, and the most useful methods to study it.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
Game Design Document - Step by Step GuideDevBatch Inc.
A well documented game design is your absolute asset to build a successful game. It doesn't only allow you picture the final shape of it but keeps you precise about the resources, expertise and team needed. For game development phase, you might want to consider pro services at hello@devbatch.com
Good Luck!
This document provides an overview of a workshop on game architecture and programming. The workshop schedule includes sessions on game architecture, programming, art resources, concepts and elements, development, quality and optimization. It discusses the history and genres of gaming, careers in the industry, and game development processes. It also covers platforms like mobile, desktop and cloud/server gaming and revenue models in the growing gaming industry.
Game Development is the art of creating games and describes the design, development and release of a game. It may involve concept generation, design, build, test and release. While you create a game, it is important to think about the game mechanics, rewards, player engagement and level design.
There’s a rise in demand for professionals in the field, game development jobs beat any typical 9-5 work, and there are plenty of exciting roles available. You will not only create games but can be immersed in the world of gaming – all in a day at work.
Dive in and learn all about game development!
1. Pandemic uses cooperation as players must work together to treat disease outbreaks around the world before they get out of control. Players share resources and have a common goal of curing diseases.
2. Cartagena the Escape has a rescue mechanic as players work cooperatively to escape from a prison. They must overcome obstacles and rescue each other from guards.
3. Space Alert puts players on a team as they cooperate to navigate a spaceship and complete missions amid threats. Players must communicate and work together in real-time to survive threats and accomplish their goals.
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
This document outlines the design of the game Destination Rush. It includes sections on the design history and iteration process, game overview including concept and target audience, gameplay and mechanics such as objectives and drag-and-drop movement, and planned playtesting. The game involves quickly and accurately transporting passengers to matching destinations on planes to earn money while avoiding mistakes that result in losses. Mystery boxes and upgrades add variety. The game was iterated based on playtesting to refine objectives, pricing, and mechanics.
A video game proposal is a brief document that aims to convince managers and investors to fund a new game idea. The proposal covers key elements at a high level, including the game title, genre, platform, narrative or objective, character and environment designs, gameplay mechanics, and features. It may include comparisons to other successful games. The goal is to attract backing for the idea before fully developing the design. Managers provide feedback that can strengthen the proposal. If approved, the full design process can begin.
LAFS Game Mechanics - The Core MechanicDavid Mullich
This document outlines the topics and grading structure for a game mechanics class, including labs, assignments, tests, and attendance policies, and provides advice for students such as coming prepared, meeting deadlines, studying for tests, and making a good impression on faculty. The class will cover various game mechanics like core mechanics, progression mechanics, randomness, narrative, and balancing mechanics.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
This document provides an overview of game development including defining video games, common genres, the size of the industry, and the development process from concept to release. It also outlines the major roles in game development such as designers, artists, programmers, testers, and producers. Finally, it discusses skills required for different roles and ways to get started in the industry such as through independent game development.
Game monetization: Overview of monetization methods for free-to-play gamesAndrew Dotsenko
This document provides an overview of monetization methods for free-to-play games. It discusses the monetization loop of action, incentive, and expansion blocked by paywalls that can be overcome through grinding, spamming friends for help, or paying. It also covers key elements of player engagement like mechanics, progress/goals, social factors, and game evolution. Finally, it discusses what players typically pay for in games like identity expression, vanity, competition, and progress, as well as how to sell virtual items through creating awareness, understanding of an item's functionality, and desirability.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
This document provides an introduction to game development. It defines what a video game is as an electronic game involving user interaction and visual feedback. Game development draws from many fields including business, art, science and technology. The document outlines some of the many roles involved in game development. It traces the growth of the video game industry from early classics to modern 3D games. It then presents several popular game engines as tools that developers can use to build games, avoiding writing code from scratch. The document encourages creativity beyond what engines can do directly and emphasizes good coding practices like avoiding spaghetti code and refactoring. It introduces GameLab as aiming to spread knowledge about game development through small project-based seminars.
The document provides an introduction to game design, covering topics such as what constitutes a video game, the people involved in game development, frameworks for game design like MDA and the elemental tetrad, the importance of playtesting and tutorials, and game design techniques. It discusses video games as involving interaction between players and software to achieve objectives within a rule-based system. Key aspects of game design addressed are mechanics, dynamics, and aesthetics.
LAFS Game Mechanics - Progression MechanicsDavid Mullich
This document discusses various game mechanics related to progression, including:
- Actions, rewards, and triggers that define game mechanics
- Progression systems that increase difficulty over time to maintain player engagement
- Progression elements like levels, scores, abilities, and pick-ups/power-ups that encourage advancement
- How tools, controllers, and chargers can expand gameplay options and promote certain goals like racing or skill acquisition
It provides examples and considerations for implementing different progression mechanics and analyzing their impact on game design.
The document discusses game loops, which are the core repetitive actions players perform in social games. It provides examples of good and bad game loops, and emphasizes that good loops should be fun to repeat, have few steps, and provide closure and rewards. The document also discusses adding "smart depth" by including extra strategic layers on top of the core loop. It notes game loops should be tested and verified. The last part discusses an example city-building game loop involving placing houses, collecting income, and un-fogging maps.
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
1) The document discusses lifetime value (LTV) of mobile games and how it is impacted by factors like retention, monetization, and live operations over time.
2) It provides data on typical key performance indicators (KPIs) like retention, ARPDAU, and LTV for different genres and shows how LTV can grow beyond 30 days of play.
3) The author advocates using player retention and monetization curves to more accurately project long-term LTV and how live operations like new content can increase monetization and retention over the lifetime of the game.
The document outlines the process of game development from concept to distribution. It begins with developing the initial game idea and pitching it to a publisher. If accepted, a proof of concept prototype is built and a design document is created. An development team is then assembled and the project is broken into milestones. The game passes through alpha and beta testing stages before being finalized as a gold master and mass produced for distribution.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
This document provides a template for a game design document (GDD) that can be adapted for action, adventure, platform, RPG, and shooter-style video games. The template outlines sections for documenting game goals, story, controls, technology requirements, gameplay, levels, characters, progression, and more. It is intended as a comprehensive guide but notes that not all sections need to be filled and the GDD is a living document that may change during development.
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
This document discusses fundamental concepts in game design, including:
1. The four key elements of a game: play, rules, goals, and the magic circle.
2. How video games entertain through gameplay, aesthetics, storytelling, exploration, novelty, progression, risk/reward, learning, creativity, and socializing.
3. The core parts of a video game: the player, user interface, code/mechanics, and their interaction loop of input actions and output challenges.
4. What game design is and the role of the game designer in imagining the game, defining how it works, describing its elements, and transmitting information.
Game theory is the study of strategic decision making. It involves analyzing interactions between players where the outcome for each player depends on the actions of all players. Key concepts in game theory include Nash equilibrium, where each player's strategy is the best response to the other players' strategies, and Prisoner's Dilemma, where the non-cooperative equilibrium results in a worse outcome for both players than if they had cooperated. Game theory is applied in economics, political science, biology, and many other fields to model strategic interactions.
This document provides an overview of game architecture and development processes. It discusses the game loop, which involves updating the player and world simulation, and then rendering. It also covers pre-production, production, and maintenance stages. Pre-production involves prototyping gameplay and designing features. Production is when the full game is built iteratively. Maintenance includes patches, mod support, and ongoing content for multiplayer games.
This document outlines the design of the game Destination Rush. It includes sections on the design history and iteration process, game overview including concept and target audience, gameplay and mechanics such as objectives and drag-and-drop movement, and planned playtesting. The game involves quickly and accurately transporting passengers to matching destinations on planes to earn money while avoiding mistakes that result in losses. Mystery boxes and upgrades add variety. The game was iterated based on playtesting to refine objectives, pricing, and mechanics.
A video game proposal is a brief document that aims to convince managers and investors to fund a new game idea. The proposal covers key elements at a high level, including the game title, genre, platform, narrative or objective, character and environment designs, gameplay mechanics, and features. It may include comparisons to other successful games. The goal is to attract backing for the idea before fully developing the design. Managers provide feedback that can strengthen the proposal. If approved, the full design process can begin.
LAFS Game Mechanics - The Core MechanicDavid Mullich
This document outlines the topics and grading structure for a game mechanics class, including labs, assignments, tests, and attendance policies, and provides advice for students such as coming prepared, meeting deadlines, studying for tests, and making a good impression on faculty. The class will cover various game mechanics like core mechanics, progression mechanics, randomness, narrative, and balancing mechanics.
This document provides an overview of game development. It defines a game as an interactive form of entertainment and art differentiated from other media by user interactivity. It discusses major game genres and the large game market focused on mobile, console, PC, and online games. The document outlines the typical game development process including idea/documentation, design, development, and testing phases. It describes key activities in each phase such as concept art, gameplay design, programming, and quality assurance testing. In closing, it notes the appeal of game development is that it is very enjoyable to both play and create games.
This document provides an overview of game development including defining video games, common genres, the size of the industry, and the development process from concept to release. It also outlines the major roles in game development such as designers, artists, programmers, testers, and producers. Finally, it discusses skills required for different roles and ways to get started in the industry such as through independent game development.
Game monetization: Overview of monetization methods for free-to-play gamesAndrew Dotsenko
This document provides an overview of monetization methods for free-to-play games. It discusses the monetization loop of action, incentive, and expansion blocked by paywalls that can be overcome through grinding, spamming friends for help, or paying. It also covers key elements of player engagement like mechanics, progress/goals, social factors, and game evolution. Finally, it discusses what players typically pay for in games like identity expression, vanity, competition, and progress, as well as how to sell virtual items through creating awareness, understanding of an item's functionality, and desirability.
LAFS SVI Level 3 - Game Design and AnalysisDavid Mullich
The document discusses the core elements of game design, including the roles of players and designers. It outlines the iterative design process that designers go through, from initial ideas and prototyping to playtesting and refinement. Key aspects covered include brainstorming ideas, creating game documentation, pitching concepts, and defining core elements like objectives, rules, and resources. The document provides an overview of different genres and explains how genres can be combined.
This document provides an introduction to game development. It defines what a video game is as an electronic game involving user interaction and visual feedback. Game development draws from many fields including business, art, science and technology. The document outlines some of the many roles involved in game development. It traces the growth of the video game industry from early classics to modern 3D games. It then presents several popular game engines as tools that developers can use to build games, avoiding writing code from scratch. The document encourages creativity beyond what engines can do directly and emphasizes good coding practices like avoiding spaghetti code and refactoring. It introduces GameLab as aiming to spread knowledge about game development through small project-based seminars.
The document provides an introduction to game design, covering topics such as what constitutes a video game, the people involved in game development, frameworks for game design like MDA and the elemental tetrad, the importance of playtesting and tutorials, and game design techniques. It discusses video games as involving interaction between players and software to achieve objectives within a rule-based system. Key aspects of game design addressed are mechanics, dynamics, and aesthetics.
LAFS Game Mechanics - Progression MechanicsDavid Mullich
This document discusses various game mechanics related to progression, including:
- Actions, rewards, and triggers that define game mechanics
- Progression systems that increase difficulty over time to maintain player engagement
- Progression elements like levels, scores, abilities, and pick-ups/power-ups that encourage advancement
- How tools, controllers, and chargers can expand gameplay options and promote certain goals like racing or skill acquisition
It provides examples and considerations for implementing different progression mechanics and analyzing their impact on game design.
The document discusses game loops, which are the core repetitive actions players perform in social games. It provides examples of good and bad game loops, and emphasizes that good loops should be fun to repeat, have few steps, and provide closure and rewards. The document also discusses adding "smart depth" by including extra strategic layers on top of the core loop. It notes game loops should be tested and verified. The last part discusses an example city-building game loop involving placing houses, collecting income, and un-fogging maps.
GDC Talk: Lifetime Value: The long tail of Mid-Core gamesTamara (Tammy) Levy
1) The document discusses lifetime value (LTV) of mobile games and how it is impacted by factors like retention, monetization, and live operations over time.
2) It provides data on typical key performance indicators (KPIs) like retention, ARPDAU, and LTV for different genres and shows how LTV can grow beyond 30 days of play.
3) The author advocates using player retention and monetization curves to more accurately project long-term LTV and how live operations like new content can increase monetization and retention over the lifetime of the game.
The document outlines the process of game development from concept to distribution. It begins with developing the initial game idea and pitching it to a publisher. If accepted, a proof of concept prototype is built and a design document is created. An development team is then assembled and the project is broken into milestones. The game passes through alpha and beta testing stages before being finalized as a gold master and mass produced for distribution.
Killer Design Patterns for F2P Mobile/Tablet GamesHenric Suuronen
Presentation on Design Patterns for Mobile and Tablet games presented in July 2013 at ChinaJoy in Shanghai by Henric Suuronen, President & Co-Founder at Nonstop Games
This document provides a template for a game design document (GDD) that can be adapted for action, adventure, platform, RPG, and shooter-style video games. The template outlines sections for documenting game goals, story, controls, technology requirements, gameplay, levels, characters, progression, and more. It is intended as a comprehensive guide but notes that not all sections need to be filled and the GDD is a living document that may change during development.
Successful free to play games are a brew of persuasion techniques designed to achieve fast engagement. Here’s a short list and lots of examples of the most notorious persuasive methods and psychological tactics that are used in games you play and love.
This document discusses fundamental concepts in game design, including:
1. The four key elements of a game: play, rules, goals, and the magic circle.
2. How video games entertain through gameplay, aesthetics, storytelling, exploration, novelty, progression, risk/reward, learning, creativity, and socializing.
3. The core parts of a video game: the player, user interface, code/mechanics, and their interaction loop of input actions and output challenges.
4. What game design is and the role of the game designer in imagining the game, defining how it works, describing its elements, and transmitting information.
Game theory is the study of strategic decision making. It involves analyzing interactions between players where the outcome for each player depends on the actions of all players. Key concepts in game theory include Nash equilibrium, where each player's strategy is the best response to the other players' strategies, and Prisoner's Dilemma, where the non-cooperative equilibrium results in a worse outcome for both players than if they had cooperated. Game theory is applied in economics, political science, biology, and many other fields to model strategic interactions.
This document provides an introduction and overview of game theory. It discusses how game theory analyzes situations where players' decisions are interdependent and they must consider other players' strategies. Game theory was originally developed to study games but is now used in many fields to model strategic decision-making. The document outlines some basic game theory concepts and assumptions. It also notes there are different theories within game theory applicable to different types of games.
Topic includes:
Fairness
Challenge versus success
Meaningful choices
Skill vs chance
Head vs hands
Competition vs cooperation
Short vs long
Rewards
Punishment
Freedom vs controlled experiences
Simple vs complex
Detail vs imagination
Game theory seeks to analyze competing situations that arise from conflicts of interest. It examines scenarios of conflict to identify optimal strategies for decision makers. Game theory assumes importance from a managerial perspective, as businesses compete for market share. The theory can help determine rational behaviors in competitive situations where outcomes depend on interactions between decision makers and competitors. It provides insights to help businesses convert weaknesses and threats into opportunities and strengths to maximize profits.
OR PPT 280322 maximin final - nikhil tiwari.pptxVivekSaurabh7
Maximin and Minimax strategies are approaches used in game theory to determine the optimal strategy for players. Maximin selects the strategy that maximizes the minimum possible payoff, while Minimax selects the strategy that minimizes the maximum possible loss. These strategies are applied in zero-sum games under the assumptions of rational opponents. The strategies can be modeled using decision trees and algorithms like Minimax to analyze games like Tic Tac Toe and determine the best move.
There are games everywhere, and we are creating them all the time without even knowing it. We have the “get the project green” game, the “highest team velocity wins” game, and the “meet the go-live date” game. But it’s about time we learnt how to design better games, having people compete to win the “create the most value” game or “increase stakeholder happiness” - much better alternatives in our world.
Most commonly used in war games and global economics, game theory is a branch of mathematics not just reserved for those interested in world domination. Defined as “the study of mathematical models of conflict and cooperation between intelligent rational decision-makers”, it helps us understand and analyse how people may behave under different circumstances. It helps us analyse payoffs, determine implications and strategies that people will take and hence utilise this information to create games that drive behaviour.
Learn the basics of game theory through an exercise and examples, predict people’s next move and become a good (not evil) gamemaster.
Game theory is the study of interactive decision making between multiple agents where the payoff for each agent depends on the choices of the other agents. The document discusses the history and key concepts of game theory including normal and extensive forms, symmetric and asymmetric games, cooperative and non-cooperative games, zero-sum and non-zero-sum games, and Nash equilibrium. Nash equilibrium refers to a set of strategies where no player can benefit by changing their strategy given the strategies of other players.
1) Dr. Joe Totherow discusses three options for using games for instructional goals: creating gamified activities, leveraging commercial games, and designing instructional games.
2) Important concepts in designing effective instructional games are ensuring the motivation - intrinsic or extrinsic - directs learners to the instructional content, and balancing the feasibility of a project with its expected impact.
3) Recommendations include starting with clear instructional objectives that map to interesting game mechanics, keeping early games simple, and prototyping mechanics for reuse across contexts.
1. The document provides a brief introduction to the basics of game theory, covering fundamental concepts such as normal form games, dominant strategies, and Nash equilibrium.
2. It uses the prisoners' dilemma game and a Cournot duopoly game to illustrate the concept of a normal form game and dominant strategies. Both games have a unique Nash equilibrium where both players defect.
3. Nash equilibrium is defined as a profile of strategies where each player's strategy is a best response to the other players' strategies. An example advertising game is presented to illustrate the concept of Nash equilibrium.
Game theory is a strategic decision-making process that models interactions between two or more players. It is commonly used in economics to analyze industries and competition between firms. Key concepts in game theory include games, players, strategies, payoffs, information sets, equilibriums, assumptions of rationality and payoff maximization. Common solution techniques include backwards induction, Nash equilibriums, mixed strategies, and minimax strategies. Examples discussed include prisoner's dilemmas, zero-sum games, and dominance.
Game thinking - Differences Between Games, Serious Games, Gamification and More.Andrzej Marczewski
The aim of this article is to present an umbrella term for the use of games and game-like solutions in non-game contexts.
Many people lump this all under Gamification. I have chosen the term Game Thinking instead and hopefully by the end of this, you will understand why and also have a better understanding of the differences between games, gamification, serious games and more.
Game theory is a strategic decision-making process that models interactions between two or more players. It is commonly used in economics to analyze industries and competition between firms. Key concepts in game theory include games, players, strategies, payoffs, information sets, equilibriums, assumptions of rationality and payoff maximization. Common applications discussed are the prisoner's dilemma, zero-sum games, dominant and dominated strategies, Nash equilibriums, mixed strategies, and minimax strategies.
Game theory is a mathematical approach to modeling strategic interactions between rational decision-makers. It assumes humans seek the best outcomes and makes predictions based on payoff matrices showing players' rewards for different strategy combinations. Common applications include economics, politics, and analyzing conflict and cooperation situations like the Prisoner's Dilemma. Game theory also studies concepts like Nash equilibrium, mixed strategies, and evolutionary stable strategies.
The document discusses principles of conservative gamification, which aims to transform non-game activities into games while adhering closely to definitions of games. It outlines philosopher Johan Huizinga's definition of play and how conservative gamification is guided by applying Huizinga's principles. These include making play voluntary, separating it from reality, avoiding negative stress, having no external rewards, clearly defining time/space, and using fixed rules. The document provides examples of applying these in gamification and evaluates a case study where sales training for an optics chain was gamified based on these principles.
I provide a (very) brief introduction to game theory. I have developed these notes to
provide quick access to some of the basics of game theory; mainly as an aid for students
in courses in which I assumed familiarity with game theory but did not require it as a
prerequisite
The document provides an overview of game theory, including its basic terminology and solution methods for different types of games. It discusses pure and mixed strategy games, zero-sum and non-zero sum games, and approaches like Nash equilibrium. Limitations of game theory are noted, such as its assumptions of complete information and risk averse players not reflecting real world situations.
This document provides a brief introduction to game theory concepts, including normal form games, dominant strategies, and Nash equilibrium. It uses examples like the Prisoner's Dilemma and Cournot duopoly to illustrate these concepts. Normal form games represent strategic interactions through payoff matrices. Dominant strategies provide unambiguous best responses. Nash equilibrium is a prediction of strategies where no player benefits by deviating unilaterally. Multiple equilibria can exist in some games.
A brief introduction to the basics of game theoryWladimir Augusto
This document provides a brief introduction to game theory concepts. It discusses normal form games and representations using payoff matrices. It introduces the concepts of dominant strategies and Nash equilibrium as solution concepts. It provides examples of games like the prisoner's dilemma and Cournot duopoly to illustrate these concepts. Dominant strategies make predictions easy, while Nash equilibrium is a stable prediction where no player wants to deviate given what others do. Some games have multiple Nash equilibria.
Similar to Game Balance 3: Interesting Strategies (20)
User Experience 8: Business, Ethics and MoreMarc Miquel
Based on the document, dark patterns in games can be categorized into three main types:
1. Temporal dark patterns which manipulate a player's time through repetitive grinding or requiring play during specific time windows.
2. Monetary dark patterns which deceive players into spending more money than intended, such as pay-to-skip challenges or including paid content that was already on the game disc.
3. Social capital dark patterns which exploit social relationships, such as pyramid schemes that require inviting friends or impersonating other players' actions.
The document discusses how these patterns aim to maximize company profits through manipulating time, money or social factors, often against a player's best interests or without their consent. UX professionals must be aware
User Experience 7: Quantitative Methods, Questionnaires, Biometrics and Data ...Marc Miquel
This presentation introduces the most important quantitative research methods: questionnaires, biometrics and data analysis. It discusses several case studies in which these methods are employed.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 6: Qualitative Methods, Playtesting and InterviewsMarc Miquel
This presentation introduces the most fundamental qualitative methods: the playtesting and the interview. It discusses when to use it and the possible bias the researcher may incur.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 5: User Centered Design and User ResearchMarc Miquel
This presentation introduces the user-centered design paradigm and the field of game user research. It includes some hypothetical case studies which are later discussed in the following presentations.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 4: Usable User InterfaceMarc Miquel
The document discusses user interfaces in video games. It makes three key points:
1. The interface is everything that allows a player to interact with and control the game, including both physical inputs like controllers as well as digital outputs like on-screen menus and HUD elements.
2. Good interface design requires consideration of usability, aesthetics, information architecture, and interaction design. Key usability goals are learnability, efficiency, preventing errors, and satisfaction.
3. There are generally two types of digital interfaces: general menus for navigating options when not actively playing, and in-game UIs for displaying key information during gameplay. Card sorting can help test and improve how information is organized within interfaces.
User Experience 3: User Experience, Usability and AccessibilityMarc Miquel
This presentation introduces the most important usability models among other concepts (affordances, heuristics, etc.).
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
This is an introduction to the most important psychology concepts from the perspective of UX and their application to video games and software.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
User Experience 1: What is User Experience?Marc Miquel
The document provides an overview of an introduction to a university course on user experience. It discusses the following key points:
1. The history and roots of user experience, tracing back to ergonomics in ancient times and the integration of human factors research with computer science and design in recent decades.
2. Definitions of user experience, which focus on all aspects of a user's experience interacting with products and services, including usability, desirability, and emotional satisfaction.
3. An introduction to the topics that will be covered in the course, including what user experience is, common UX problems, intuitive design, and how culture can impact design understanding.
4. An example of analyzing the
Quality Assurance 2: Searching for BugsMarc Miquel
In this presentation we introduce the most useful testing techniques in order to find bugs (ad hoc testing, combinatorial testing, test flow diagram, cleanroom testing and testing trees).
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
In this presentation we introduce the concept quality assurance in video games along with the most important concepts, team members and testing phases.
These slides were prepared by Dr. Marc Miquel. All the materials used in them are referenced to their authors.
public presentation of "Calçotada Wars" the card gameMarc Miquel
This is a presentation I gave in FNAC Plaça Catalunya in order to explain and show "Calçotada Wars" (the card game) for promotional purposes.
For more info about the project, check out marcmiquel.com
public presentation of "La Puta i la Ramoneta" the card gameMarc Miquel
This is a presentation I gave in Ateneu Igualadí in order to explain and show "La Puta i la Ramoneta" (the card game) for promotional purposes.
For more info about the project, check out marcmiquel.com
Towards a User-Centered Wikipedia - Viquitrobada, 26 de novembre 2016, ValènciaMarc Miquel
En aquesta presentació faig dues observacions; la primera sobre com s'ha construït Viquipèdia, quins són els seus valors relacionats amb la cultura hacker i com poden obstruïr el disseny centrat en l'usuari; la segona sobre com pel viquipedista és fonamental desenvolupar una identitat de comunitat i com s'ha d'ajudar als nouvinguts a crear-la. Per altra banda i vinculat amb les observacions, faig dues propostes per centrar el disseny i la cultura de Viquipèdia en els editors per tal de millorar l'engagement (participació).
Cultural Identities in Wikipedia (Wikimania 2016)Marc Miquel
Unlike in most social network platforms, in Wikipedia editors are not encouraged to disclose personal traits, hobbies or affiliations. In fact, I think the identity issue has not been discussed enough. Since the project is dedicated to promote a common good, there is no content ownership, and the personal aspects become uncomfortable, or partly taboo. However, I defend that identity matters, in terms of building a Wikipedian reputation, and that editors' identities are tightly related to the content. As a Wikipedian, would you contribute equally if you couldn't choose the topics?
In this presentation I want to address the creation process and composition of Wikipedia language editions as a matter of identity. Our research on the issue has shown us that an identity-based motivation allows editors to conciliate the Wikipedian identity in the community along with their other identities. Therefore, in order to act congruently with each of such identities, they contribute with content related to them. To assess the influence of this motivation type, we developed a method and identified articles related to each Wikipedia language edition's Cultural Identities. The results on 40 Wikipedias show that this kind of content represents almost a quarter of each language edition. We analyze the content in terms of topical coverage and find that different specific topics emerge as important for each of them, although the most important topics are generally Geography, People and Culture. Inspecting how articles related to each language edition's cultural identities are exported to other languages, we show relationships between Wikipedias.
The selection of articles reflecting each Wikipedia language based cultural identities is a rich source for research, but can be also a useful base to establish an intercultural exchange between Wikipedia language editions. We propose the diversity of content across languages to be seen as an asset, and the spread of content specific to a language edition to be facilitated by automatic tools. The main point is to recognize the power of identity as a motivator for action and as a driver for change. Finally, we present a project called Wikiidentities in which we will disseminate the results of the research, make the datasets available, and provide some ideas and debate on how identities can be key to bridge the culture gap in any Wikipedia.
Happiness Has To Do With Clarity - World Information Architecture Day '15Marc Miquel
Most of the times we hear design for engagement or for better user experiences. Why don’t we design for happiness? Who is interested in happy users? I will give various examples of games and websites whose success depends on many things but joy and pleasure. Probably the key is in their information architecture and consequently in their interaction design. We as designers have an enormous responsibility for users’ behaviours. How much aware are we of our designs implications? And how much are the users?
To me, happiness in UX is the absence of frustration. Let's fight 'dark patterns' to make a more free Internet.
If you want to learn about Dark Patterns: www.darkpatterns.org
The Elements of Videogambling ExperienceMarc Miquel
For more information: http://uxmag.com/articles/dark-ux-the-elements-of-the-video-gambling-experience
This is a presentation I gave in La-Salle University (Barcelona) on April 12th about Videogambling Design and deceptive user experience. I include some of the most used dark patterns in the business and the tricks companies use to keep gamblers playing for longer sessions.
Its material is complementary to the deceptive UI designs in www.darkpatterns.org.
The Evolution of the Leonardo DiCaprio Haircut: A Journey Through Style and C...greendigital
Leonardo DiCaprio, a name synonymous with Hollywood stardom and acting excellence. has captivated audiences for decades with his talent and charisma. But, the Leonardo DiCaprio haircut is one aspect of his public persona that has garnered attention. From his early days as a teenage heartthrob to his current status as a seasoned actor and environmental activist. DiCaprio's hairstyles have evolved. reflecting both his personal growth and the changing trends in fashion. This article delves into the many phases of the Leonardo DiCaprio haircut. exploring its significance and impact on pop culture.
Odia New Web Series at your fingerprint.mikedanoffice
Stay ahead of the curve with the latest in Odia entertainment! Our Odia new web series promise an exciting blend of fresh narratives, talented performances, and engaging plots. Immerse yourself in the evolving world of Odia storytelling with our curated selection of cutting-edge web content. for more visit: https://aaonxt.com/series
From Teacher to OnlyFans: Brianna Coppage's Story at 28get joys
At 28, Brianna Coppage left her teaching career to become an OnlyFans content creator. This bold move into digital entrepreneurship allowed her to harness her creativity and build a new identity. Brianna's experience highlights the intersection of technology and personal branding in today's economy.
The Future of Independent Filmmaking Trends and Job OpportunitiesLetsFAME
The landscape of independent filmmaking is evolving at an unprecedented pace. Technological advancements, changing consumer preferences, and new distribution models are reshaping the industry, creating new opportunities and challenges for filmmakers and film industry jobs. This article explores the future of independent filmmaking, highlighting key trends and emerging job opportunities.
Leonardo DiCaprio House: A Journey Through His Extravagant Real Estate Portfoliogreendigital
Introduction
Leonardo DiCaprio, A name synonymous with Hollywood excellence. is not only known for his stellar acting career but also for his impressive real estate investments. The "Leonardo DiCaprio house" is a topic that piques the interest of many. as the Oscar-winning actor has amassed a diverse portfolio of luxurious properties. DiCaprio's homes reflect his varied tastes and commitment to sustainability. from retreats to historic mansions. This article will delve into the fascinating world of Leonardo DiCaprio's real estate. Exploring the details of his most notable residences. and the unique aspects that make them stand out.
Follow us on: Pinterest
Leonardo DiCaprio House: Malibu Beachfront Retreat
A Prime Location
His Malibu beachfront house is one of the most famous properties in Leonardo DiCaprio's real estate portfolio. Situated in the exclusive Carbon Beach. also known as "Billionaire's Beach," this property boasts stunning ocean views and private beach access. The "Leonardo DiCaprio house" in Malibu is a testament to the actor's love for the sea and his penchant for luxurious living.
Architectural Highlights
The Malibu house features a modern design with clean lines, large windows. and open spaces blending indoor and outdoor living. The expansive deck and patio areas provide ample space for entertaining guests or enjoying a quiet sunset. The house has state-of-the-art amenities. including a gourmet kitchen, a home theatre, and many guest suites.
Sustainable Features
Leonardo DiCaprio is a well-known environmental activist. whose Malibu house reflects his commitment to sustainability. The property incorporates solar panels, energy-efficient appliances, and sustainable building materials. The landscaping around the house is also designed to be water-efficient. featuring drought-resistant plants and intelligent irrigation systems.
Leonardo DiCaprio House: Hollywood Hills Hideaway
Privacy and Seclusion
Another remarkable property in Leonardo DiCaprio's collection is his Hollywood Hills house. This secluded retreat offers privacy and tranquility. making it an ideal escape from the hustle and bustle of Los Angeles. The "Leonardo DiCaprio house" in Hollywood Hills nestled among lush greenery. and offers panoramic views of the city and surrounding landscapes.
Design and Amenities
The Hollywood Hills house is a mid-century modern gem characterized by its sleek design and floor-to-ceiling windows. The open-concept living space is perfect for entertaining. while the cozy bedrooms provide a comfortable retreat. The property also features a swimming pool, and outdoor dining area. and a spacious deck that overlooks the cityscape.
Environmental Initiatives
The Hollywood Hills house incorporates several green features that are in line with DiCaprio's environmental values. The home has solar panels, energy-efficient lighting, and a rainwater harvesting system. Additionally, the landscaping designed to support local wildlife and promote
The Unbelievable Tale of Dwayne Johnson Kidnapping: A Riveting Sagagreendigital
Introduction
The notion of Dwayne Johnson kidnapping seems straight out of a Hollywood thriller. Dwayne "The Rock" Johnson, known for his larger-than-life persona, immense popularity. and action-packed filmography, is the last person anyone would envision being a victim of kidnapping. Yet, the bizarre and riveting tale of such an incident, filled with twists and turns. has captured the imagination of many. In this article, we delve into the intricate details of this astonishing event. exploring every aspect, from the dramatic rescue operation to the aftermath and the lessons learned.
Follow us on: Pinterest
The Origins of the Dwayne Johnson Kidnapping Saga
Dwayne Johnson: A Brief Background
Before discussing the specifics of the kidnapping. it is crucial to understand who Dwayne Johnson is and why his kidnapping would be so significant. Born May 2, 1972, Dwayne Douglas Johnson is an American actor, producer, businessman. and former professional wrestler. Known by his ring name, "The Rock," he gained fame in the World Wrestling Federation (WWF, now WWE) before transitioning to a successful career in Hollywood.
Johnson's filmography includes blockbuster hits such as "The Fast and the Furious" series, "Jumanji," "Moana," and "San Andreas." His charismatic personality, impressive physique. and action-star status have made him a beloved figure worldwide. Thus, the news of his kidnapping would send shockwaves across the globe.
Setting the Scene: The Day of the Kidnapping
The incident of Dwayne Johnson's kidnapping began on an ordinary day. Johnson was filming his latest high-octane action film set to break box office records. The location was a remote yet scenic area. chosen for its rugged terrain and breathtaking vistas. perfect for the film's climactic scenes.
But, beneath the veneer of normalcy, a sinister plot was unfolding. Unbeknownst to Johnson and his team, a group of criminals had planned his abduction. hoping to leverage his celebrity status for a hefty ransom. The stage was set for an event that would soon dominate worldwide headlines and social media feeds.
The Abduction: Unfolding the Dwayne Johnson Kidnapping
The Moment of Capture
On the day of the kidnapping, everything seemed to be proceeding as usual on set. Johnson and his co-stars and crew were engrossed in shooting a particularly demanding scene. As the day wore on, the production team took a short break. providing the kidnappers with the perfect opportunity to strike.
The abduction was executed with military precision. A group of masked men, armed and organized, infiltrated the set. They created chaos, taking advantage of the confusion to isolate Johnson. Johnson was outnumbered and caught off guard despite his formidable strength and fighting skills. The kidnappers overpowered him, bundled him into a waiting vehicle. and sped away, leaving everyone on set in a state of shock and disbelief.
The Immediate Aftermath
The immediate aftermath of the Dwayne Johnson kidnappin
Leonardo DiCaprio Super Bowl: Hollywood Meets America’s Favorite Gamegreendigital
Introduction
Leonardo DiCaprio is synonymous with Hollywood stardom and acclaimed performances. has a unique connection with one of America's most beloved sports events—the Super Bowl. The "Leonardo DiCaprio Super Bowl" phenomenon combines the worlds of cinema and sports. drawing attention from fans of both domains. This article delves into the multifaceted relationship between DiCaprio and the Super Bowl. exploring his appearances at the event, His involvement in Super Bowl advertisements. and his cultural impact that bridges the gap between these two massive entertainment industries.
Follow us on: Pinterest
Leonardo DiCaprio: The Hollywood Icon
Early Life and Career Beginnings
Leonardo Wilhelm DiCaprio was born in Los Angeles, California, on November 11, 1974. His journey to stardom began at a young age with roles in television commercials and educational programs. DiCaprio's breakthrough came with his portrayal of Luke Brower in the sitcom "Growing Pains" and later as Tobias Wolff in "This Boy's Life" (1993). where he starred alongside Robert De Niro.
Rise to Stardom
DiCaprio's career skyrocketed with his performance in "What's Eating Gilbert Grape" (1993). earning him his first Academy Award nomination. He continued to gain acclaim with roles in "Romeo + Juliet" (1996) and "Titanic" (1997). the latter of which cemented his status as a global superstar. Over the years, DiCaprio has showcased his versatility in films like "The Aviator" (2004). "Start" (2010), and "The Revenant" (2015), for which he finally won an Academy Award for Best Actor.
Environmental Activism
Beyond his film career, DiCaprio is also renowned for his environmental activism. He established the Leonardo DiCaprio Foundation in 1998, focusing on global conservation efforts. His commitment to ecological issues often intersects with his public appearances. including those related to the Super Bowl.
The Super Bowl: An American Institution
History and Significance
The Super Bowl is the National Football League (NFL) championship game. is one of the most-watched sporting events in the world. First played in 1967, the Super Bowl has evolved into a cultural phenomenon. featuring high-profile halftime shows, memorable advertisements, and significant media coverage. The event attracts a diverse audience, from avid sports fans to casual viewers. making it a prime platform for celebrities to appear.
Entertainment and Advertisements
The Super Bowl is not only about football but also about entertainment. The halftime show features performances by some of the biggest names in the music industry. while the commercials are often as anticipated as the game itself. Companies invest millions in Super Bowl ads. creating iconic and sometimes controversial commercials that capture public attention.
Leonardo DiCaprio's Super Bowl Appearances
A Celebrity Among the Fans
Leonardo DiCaprio's presence at the Super Bowl has noted several times. As a high-profile celebrity. DiCaprio attracts
The Enigmatic Portrait, In the heart of a sleepy town
Game Balance 3: Interesting Strategies
1. Lesson 4: Interesting Strategies (iii)
Third year course in Quality Assurance and Game Balance
Bachelor Degree in Video Game Design and Production
Third term, April 2019 Dr. Marc Miquel Ribé
3. • What is a strategy?
Strategy: A plan of action or policy designed to achieve a major or overall aim.
Let us say that in a game, a strategy contains an action or a group of actions, and
that we play them to win. This is our goal.
In game, the strategies have their origin in the player characteristics, in the game
objects and possible space. Whenever we are playing, we look for the best outcome.
• How do we call a strategy that reliably produces the best outcome?
• How do we call a strategy that is by far the best independently than the rest?
According to the Oxford Dictionary
4. a. ”A dominant or degenerate strategy is a way of playing a game that is so good that you
must play it to succeed”.
b. “A worst strategy or trap choice is a way of playing a game that guarantees you to
lose. It is also known as a trap choice, a term loosely used to describe a strategy that is
dominated in most scenarios by many other strategies”.
We do not want them, as they actually make the rest of the game useless.
Why else do we detest them?
5. When somebody uses them, they win the game, and it is over. No sustained
uncertainty (PvE). When somebody uses them in a multiplayer, this player wins and the
game is over (PvP). No sustained uncertainty. Even when everybody uses the
dominant strategy, the game becomes less diverse and interesting.
Depending on the circumstances there may be sometimes a better strategy,...but
"What makes games interesting and challenging is the fact that their systems do not
offer a dominant strategy—at least, not at first glance, or even upon repeated play".
Fullerton (2014; p. 290)
"Gameplay is all about making choices and in a poorly-balanced game, many of the
choices available to the player are essentially rendered useless. […] In an imbalanced
game, one or more "dominant strategies" quickly emerge, limiting other strategies
useless except for some un-intended purpose (such as getting used as a handicap
mechanism, or comedic reasons).”
[http://www.gamasutra.com/view/feature/134768/understanding_balance_in_video_.php]
OK. There is only one kind of game in which we accept a dominant strategy.
6. • “A puzzle always has a dominant strategy. And one of the main
objectives of a game designer is to avoid dominant strategies in
his games. Paradoxically, when designing a puzzle, you are
deliberately creating a dominant strategy: the solution. In the
particular case of puzzle games, the goal (and the whole fun) is
to find the dominant strategy. The problem is that once you get
it, the puzzle ceases to be fun.
• Puzzles often suffer from the enigma syndrome. I mean,
sometimes, to solve a puzzle you need to make a perceptual shift.
Can you arrange six matchsticks so they form four equilateral
triangles? if you make the shift, you solve the puzzle and the
satisfaction is huge. if you don’t, the frustration and shame is also
noticeable. The problem is that it is a matter of inspiration. No
game mechanics are involved.
• Puzzles are not replayable. This is the key problem. All the other
problems lead to this one. And this is the main reason for why
puzzles are so often not considered games.” A unique and stable
dominant strategy goes against replayability. Agree? Mainly.
[http://www.gamasutra.com/blogs/ToniSala/20140102/207665/Game_Design_Theory_Applied_the_puzzle_of_
designing_a_puzzle_game.php]
Jesse Schell (2009; p. 209) “a puzzle is a game with a dominant strategy”.
7. • Interesting strategies
Remember that Sid Meier quote: ”A game is a series of interesting decisions”.
In 2012 lecture added: “It is easier to look at it as what is not an interesting decision”.
Of course! And we know that degenerate strategies may become very uninteresting
once we know them.
So,… the opposite of a degenerate strategy is not a worst strategy… or perhaps yes,
but to us, as gam[e designers, the opposite to both of them is an “interesting
strategy”.
• Trade-offs (You gain this, if you lose that).
• Permanence (You took that decision, now you must accept it and carry on).
[https://www.youtube.com/watch?v=RMK7VI_2w9c]
[http://www.gamasutra.com/view/news/164869/GDC_2012_Sid_M
eier_on_how_to_see_games_as_sets_of_interesting_decisions.php]
8. • (Limited) interesting strategies
But how many interesting strategies?
“Clearly, for a decision to mean anything, there needs to be more than one viable
strategy that might reasonably lead to a good outcome. If there is only one viable
strategy, that strategy is degenerate and the decision becomes a no decision”. […]
“But once we have two such viable strategies, adding more doesn’t automatically
improve the experience. Improving the experience means making the decision process
more nuanced.” Sylvester (2012; p. 162)
Schell paraphrases Michael Mateas (2009; p. 181) to point out that:
• If Choices > Desires, then the player is overwhelmed.
• If Choices < Desires, the player is frustrated.
• If Choices = Desires, the player has a feeling of freedom and fulfilment.
We should provide a reasonable amount of choices, but most important,
none of them should be a degenerate one.
9. • It seems easier to try to find degenerate strategies
One way: calculate the *dominant strategy with payoffs (Game Theory)
The problem is that using payoff matrixes only works for sum-zero games, and it is
not easy to assess every action. Still, it could be useful to make assumptions in
regards of certain strategies…
• In game theory, *strategic dominance (commonly
called strictly dominant strategy; do not confuse
with the game design term dominant strategy)
occurs when one strategy is better than another
strategy for one player, no matter how that player's
opponents may play. We say a “rational agent” will
always play the dominant strategy, if one exists.
• We can measure the effectiveness of a strategy
using a payoff matrix. What is the dominant
strategy in Prisoner’s Dilemma? Anyone?
* [http://policonomics.com/lp-game-theory2-dominant-strategy]
10. • Let the game be played by players: they find them!
• “There is, however, an extremely fuzzy line between degenerate strategies and
imaginative ways to play a game. There is something exciting about having players
explore the space of possibility of your game, rooting around for new strategies
and new ways to play.” Salen and Zimmerman (2003; p. 273)
• Strategy players discovered a set of great strategies. In a way, the strategy game
converted into a micromanagement and action game.
• Pacman players discovered the patterns by which ghosts appear. This became a
dominant strategy and they changed this in Pacman 2.
[https://en.wikipedia.org/wiki/Actions_per_minute]
11. • Degenerate strategy: Low Costs and High benefits
The easiest way to define a degenerate strategy is… a strategy whose costs are
much lower than its benefits and this makes it decisive.
How can we identify a degenerate strategy?
Cost-benefit analysis… just like in economy!
12. BALANCE TYPE 3:
“BALANCE IS TO PROVIDE INTERESTING STRATEGIES”
game-game
For this, we will (1) analyze and (2) modify strategies!
We will study the costs and the benefits.
The same slide but in positive!
13. Overview of the Lesson
In this lesson we will see the next topics:
1. Object-based strategies
2. Action-based strategies
3. Situation-based strategies
4. Time-based strategies
5. Economy-based strategies
6. Loopholes: Exploit and metagaming-based strategies
Analogously to previous sessions, the most important idea for this one is to assess
the cost-benefit relationship for every strategy.
I will analyze the strategies in a systematic way (6 points). I will be happy if you give
me some more examples.
It is important you learn this vocabulary. It is easier to think with the proper concepts
and this is the best way to communicate among designers.
14. 1. Object-based strategies
PROBLEM:
An object has a benefit but no cost; an object has a cost but no benefit. This creates
both degenerate and worst strategies.
SOLUTION:
Each object should get you closer to the goal with the benefits or advantages it
provides, but also have proportional drawbacks or costs.
“This kind of balance is specific to games that give players a choice between different
game objects. Some examples:
• Cards in a trading-card game. Players build a deck with a set number of cards from
their collections. The choice of which cards to add is one of the key factors in the
game’s outcome, and designers try to make the cards balanced with one another.
• Units in some war games and real-time strategy games. Players have the ability to
purchase units during play, and different kinds of units may have different abilities,
movement rates and combat strengths.
• Weapons, items, magic spells, etc. in a role-playing game, either tabletop or
computer/ console. Players may purchase any of these for use in combat, and they
have different costs and different stats and abilities.” Schreiber (2010)
15. “The costs and benefits do not have to be exactly the same (in fact, usually the
benefits are greater, or else you would simply ignore the object). However, when
comparing two different objects, the proportion of costs to benefits should be roughly
the same for each.” Schreiber (2010)
• The costs can also be very different… mana, rupees, two turns, etc.
• The benefits can also be very different… more defence, more attack, etc.
We need to ensure variety in terms of costs and benefits but most
importantly to keep proportionality.
16. “The ratio between properly balanced costs and benefits is referred to as a cost curve
and represents a mathematical relationship between the two. By identifying the shape
of the cost curve, and properly relating each object’s costs and benefits to the correct
numbers, a game designer can design objects that fall along the cost curve, and
identify existing objects that fall above the curve (too powerful) or below the curve
(too weak) so that adjustments can be made”.
What should you do to construct a cost curve? It is very simple. You can use Excel.
1. Identify the costs for every object
2. Identify the benefits for every object
3. Plot them in two axis: x, y.
You can estimate the costs and benefits when objects do very different things,… and
you can also create several cost curves for categories of objects (defense, attack, etc.).
Do you want to learn more? “Harmony: A Game to Teach Transitive Game Balance”. Ian Schreiber’s
Master Thesis. 2013.
17. Each game needs a cost curve, and there is no universal solution.
This is the one from ”Monster Zoo”.
What happens when it is too steep?
What happens when it is dense?
Does it need to be ‘perfect’?
You could unbalance some superpowerful cards but also make them less probable.
Unavailability can be seen as a cost.
[https://boardgamegeek.com/boardgame/142092/monster-zoo]
18. Challenges of the cost curves for objects?
• You need to make one for each ‘group of cards’. Think of Magic or other trading
card games.
• They are not good for accounting combinations, order of effects, etcetera.
Although you can calculate the probability for each combo and consider it a cost.
“In Magic, for example, a player has to get the exact cards they need and be able to
use them both in order to make the combo work. In a 60-card deck this can be tricky,
and so they must bring in even more cards to help them get the combo they are
looking for. The more cards the combo requires to create, the stronger it can be.
When it does happen it will make the player feel great for having done it, but it will
be unlikely to dominate play over all because of how difficult it is to make happen. “
Thinking Exponentially: The Tricky Task of Imbalancing Collectible Games by Paul Peterson.
M. Selinker. The Kobold Guide to Board Game Design. 2011
Even though they do not provide a solution by themselves, cost curves are useful to
detect imbalances and to understand your game.
Even though I am referring a lot to cards, they are useful for any kind of game.
19. A particular scenario that makes life complicated to designers? To gameplay modes:
single-player missions and multiplayers
In regards of Starcraft II, Dustin Browder (design director): “We had some balance
problems (with campaign and multiplayer). (In campaign) people were building
nothing but marines and medics all the time. We've since addressed that issue. The
medic has been a little bit nerfed for campaign, so you get more diversity in the
campaign, which is almost as important to us as unit diversity in the multiplayer
experience.”
In regards of Overwatch, Kaplan (game’s director): ”For a 6v6 PvP game coming out
with a whole single-player campaign is like making a brand new game in and of itself.
I’m not sure our players understand the magnitude of development that would go
behind that. But certainly it’s a fascinating idea.”
[https://spout360.com/games/news/overwatch/no-overwatch-single-player-plans-for-now-director]
[http://www.gamasutra.com/view/feature/5827/starcraft_ii_building_on_the_beta.php?print=1]
It depends on where you start first, you need to keep the cost curve from one
gameplay mode to another.
20. 2. Action-based strategies
PROBLEM:
Some actions may be difficult to perform and require high skills, but they do create
similar outcomes. Why should we perform them?
SOLUTION:
Performing an action of higher difficulty should be valued with higher power!
An action is similar in an object that it may have costs and benefits, but it has
something else: You need two kind of skills to make action: think it and execute it.
To think and perform actions that require more skills (COST) should be
compensated with more power (BENEFITS).
21. "The more power gives you something, the more skill you should require”.
[https://www.youtube.com/watch?v=EitZRLt2G3w]
Balancing for Skill - The Link from Optimal Power to Strategy - Extra Credits / Skill-power ratio
22. Triangularity
If more skills required (costs) gives more benefits,…Then, more risks (potential
costs), should also give more benefits!
This is the main idea behind triangularity. To create this “illusion” is marvelous to the
player because it gives the sensation that they do control the game. It makes the
game full of interesting choices.
Schell (2009; p. 181)
23. Triangularity is old, which means that passed the test of time. In Space invaders,
regular ships are worth 10 to 30 points, meanwhile, the dangerous red flying saucer
which is more difficult to aim and poses more risk (you need to deviate your sight) is
worth 100 to 300 points.
In Mario Kart, triangularity appears in the vehicle choices. You may take the bike or
the kart, the automatic or the manual. It depends on you.
This ratio of skill/power or risk/power…also stands for risk generated by randomness.
In certain games, you should allow the player to take higher risks in terms of luck and
provide proportional rewards. Hence, lower probability in chance = higher power.
Mario Kart 8 KARTS VS BIKES - Speed Comparison!
[https://www.youtube.com/watch?v=nPt1kJ4gDng]
24. Different strategies to reach the goal: in the actions, in the scenario.
You want each of the different ‘victory condition’ or ‘win-strategies’ to be balanced. It
may mean that some of them are more risky, but shorter, while others are safer but
longer. They may even share ”part of the journey”. This makes games interesting.
This exemplified in Mario Kart or any platforms with different paths, but also in board
games where there are two or more victory conditions. On the right, Hanamikoji card
game has two victory conditions that are very close (win geishas and win 13 points).
We may discuss if it is dominant depending on the benefits and skills required.
25. 3. Situation-based strategies
PROBLEM:
Some objects or actions may appear useless or powerful, or simply resemble the
existing ones. They are just more or less powerful; in other words, they form a
transitive relationship.
Shotgun > Pistol > Fists
We do not want them to be useless?
What could we do?
You could tell me “an intransitive relationship”, but not this time…J
SOLUTION:
We need to think about more different costs and benefits to make each object truly
valuable. We need to think in terms of ‘situations’. This way, we make the objects
valuable and we make the game more interesting.
26. Complex real-time games have situational (strategy, shooters, etcetera) costs and
benefits. They need to be identified.
What is a situation?
Character capacities, Object/action, Scenario/Enemies Approach, Execution Time,
etcetera.
Schreiber (2012) calls it Situational Balancing:
"What is situational balancing? What I mean is that sometimes, we have things that
are transitive, sort of, but their value changes over time or depends on the situation.
In each of these cases, finding the right cost on your cost curve depends on the
situation within the game, which is why I call it situational balancing.”
We need to understand the entire situation and use a few concepts: expected value,
versatility, hidden costs, among others.
We need to analyze the situation with all the factors, costs and benefits they imply.
Let’s see some examples…
27. EXAMPLE: What are the cost-benefits of “keeping a powerful the sword” in an RPG?
“You have a sword that is 1.5x as powerful as the other swords in its class, but it only
does half damage against Trolls. But let’s also say that trolls are pretty rare, maybe
only 5% of the encounters in the game are against trolls.
So if a typical sword at this level has a benefit of 100 (according to your existing cost
curve) with a troll, a 1.5x powerful sword would have a benefit of 150, and maybe a
sword that doesn’t work actually has a cost of 250, because it’s just that deadly to get
caught with your sword down, so to speak. The math says the expected value will be:
95%*150 + 5%*(-250) = 130. So this sword has a benefit of 130, or 30% more than a
typical sword.” Schreiber (2010).
EXAMPLE: What are the benefits of “napalm” weapon in Worms?
Expected value of using napalm =
probability of aiming well * normal napalm
damage * damage per second measure *
number of worms in aim * probability of
worm-fall situation according to the
scenario…
It depends! It is not easy to calculate but
the benefits can be interesting.
28. EXAMPLE: Desktop Tower Defense
Take two towers: Swarm tower (attacks flying enemies) and Boost towers (increases
the damage of the towers around it).
You are trying to minimize cost and maximize damage. You need to study:
• What is the optimal placement of these towers?
• What is the damage-to-cost ratio of each combination of towers?
[http://armorgames.com/play/1128/desktop-tower-defense-15]
29. What is versatility?
The capacity of adapting from one to another of various tasks. In a shooter, you have
knives, which are good at short-range, machine guns which are good at middle range,
and snipers which are good at long ranges. What is the most versatile weapon?
Probably the machine gun, because if you are caught by another player, you always
have something useful. But it depends on the scenario characteristics… It depends on
the cost of switching (in time and risk). It depends on the player inventory capacity…
For instance, the overall benefits of a
particular weapon:
Expected value of the ‘weapon’ /
number of total scenarios in which
can be used > space they occupy in
the inventory / total space.
The big question is: How many different scenarios can I create in which there are trade-offs?
OTHER CONCEPTS OF SITUATIONAL BALANCE
30. What are shadow costs (or hidden costs)?
“Shadow cost, a term from economic theory, refers to secondary, or hidden, costs
that lie behind the apparent costs of goods or services. For our purposes, a shadow
cost is one that the designer creates but doesn’t warn the player about explicitly.
For instance, giving the Ford a smaller fuel tank that requires the car to stop to refuel
more often in the road race could counter its speed advantage. The smaller fuel tank
serves as a shadow cost that the player becomes aware of through repeated play.”
When you buy an alarm clock in the Chinese online shop. The time it takes to send,
the possibility of paying a higher tax, the possibility of not working because of me
mistaking the bad UI, the possibility of not working on an important work day…
There are many hidden costs in products…! So they can also be in game objects, if
we want to make them interesting.
31. What are the sunk costs and opportunity costs?
• By sunk costs, I refer to a setup cost that has to be paid first, before you gain
access to the thing you want to buy in the first place.
As an example, each Dragoon unit in StarCraft costs 125 minerals and 50 gas (that is
its listed cost), but you had to build a Cybernetics Core to build Dragoons and that
cost 200 minerals, and that cost is in addition to each Dragoon. You also need a
Gateway (150 minerals). What is the final cost of a single Dragoon (if you stop here)?
This is interesting because you are forcing the player to think in mid-term.
If there are different types of costs, then it is harder for an object to be overpowered.
• By an opportunity cost here, I refer to the the cost of giving up something else,
reducing your versatility. The value of the best option not performed in that
moment (investing on a future option).
32. Four situation-based strategies which competitive players do not like.
My question for you: what do they have in common?
1) Spawn camping is a practice where a player waits near precise spawn points to kill
enemies as they spawn. This is usually considered to be poor sportsmanship and
some players even perceive it to be exploitative of the game itself.
Why players don’t like it?
No costs (in terms of risk), high benefits.
[http://devmag.org.za/2012/05/07/loopholes-in-game-design/]
It is best (as a game designer) to define
rules and avoid discussions whether it is
cheating or not.
Possible solution: Maybe you try making
players respawn in random locations
rather than designated areas.
33. 2) Circle strafing is the technique of moving around an opponent in a circle while
facing them. Circle strafing allows a player to fire continuously at an opponent while
dodging counterattacks.
Why some players they don’t like it?
Less risk for the player who does it and
few costs (never getting tired crashing
with anything?).
• How to counter as a game designer?
Provide instantaneous weapons, larger
number of bullets, etcetera.
34. 3) Spamming, in the context of video games, refers to the repeated use of the same
item or action. For example, "grenade spamming" is the act of a player throwing a
large number of grenades in succession into an area. In fighting games, one form of
spamming would be to execute the same offensive maneuver so many times in
succession that one's opponent does not receive a chance to escape the series of
blows.
Why some players they don’t like it? No
costs (in terms of risk), high benefits.
• What can we do as players?
Escape and find another way.
• What can we do as designers?
To design scenarios with different ways.
To decrease the spammer’s energy or
create some ’bad frames’ for them.
To provide shields.
35. 4) Turtling happens in games with resources — typically strategy games — and there
are more than two players. When two players engage in combat, both will consume
resources. This puts the combatants at a disadvantage since they both lost resources
in the engagement. In the meantime, a third player (the turtle) is better off than
both, since she did not need to spend any resources, giving her an advantage in the
next combat against either player.
Why players don’t like it? No costs (in
terms of risk), high benefits (in the
future).
• What can we do as players? Rush with
several players?
• What can we do as designers? To
introduce randomness to make it non-
effective at all times. Also, to give
more resources to the round winner.
[http://devmag.org.za/2012/05/07/loopholes-in-game-design/]
36. 4. Time-based strategies
PROBLEM:
In some games winning may depend on the gameplay in a particular moment of the
game, and this may turn the rest of time and strategies into useless. In other words,
one particular playing time of the game has a higher benefit-cost ratio.
a) Beginning. Early Rush (i.e. zerg rush or tank rush)
“In real-time strategy (RTS) game player communities, for example, players constantly
look for ways to get ahead on the rankings boards. Command and Conquer, like most
RTS games, was intended to emphasize steady planning and gradual development.
But over time a degenerate strategy evolved called the "tank rush." Instead of slowly
building up forces, a player using the "tank rush" strategy could quickly create a
group of tanks and wipe out his opponent's base camp in the early game, before his
opponent had a chance to prepare his defenses.” Salen and Zimmerman (2004)
Solution:
Although the early rush degenerate strategy ruined the games of many players that
desired a more typical long-term conflict, it also spawned new kinds of defensive
strategies.
37. Think about it. What factors make a rush succeed?
• Information about the other player (Scouting)
• Location of your units (Defend)
• Simultaneous approach enemy (Attack)
b) End. Final exam syndrome (perhaps I may recover everything in just one day…)
In some games, the best cards or the more valuable “prizes" appear in the end.
Some players survive till then and then strike!
Some sports competitions are also based on this pattern. In the beginning there are
many more possibilities to survive and pass.
By the way, Google “Zerg Rush”! Funny ah?
38. Solution:
Make “gained power” (remember the feedback loops) decisive at the end. In the
football it is the number of goals in case of tie…This avoid a team which ‘wakes up’ in
the middle of the competition.
[https://en.wikipedia.org/wiki/FIFA_World_Cup#Qualification]
39. 5. Economy-based strategies
PROBLEM:
In persistent worlds, being in the game in a precise period of time is highly beneficial
for strategies based on resources (money, treasures, etc.). These players can use
resources and these become degenerate strategies.
In games with persistent worlds and economies there may be an increase in the
amount of total money in the game. Prices go high because the currency is less
valued (inflation). Inflation is a problem for new players, because they still earn at the
same rate. Old players have accumulated more treasure. Then, certain items become
degenerate strategies. What could we do?
MMO Economies - How to Manage Inflation in Virtual Economies - Extra Credits
[https://www.youtube.com/watch?v=W39TtF14i8I]
MMO Economies - Hyperinflation, Reserve Currencies & You! - Extra Credits
[https://www.youtube.com/watch?v=sumZLwFXJqE&t=1s]
40. SOLUTION:
Some mechanisms must balance the economy to bring down inflation by adding
costs (negative-sum elements).
• When you die, you could lose money or your equipment is damaged and you pay
money to repair it (i.e. wow).
• Any money paid to NPC shopkeepers (especially consumable items) is gone.
• Offering really expensive ‘hedonistic’ items that do not provide any advantage in
gameplay but are a luxury show off.
Or you could make monsters to drop treasure but no gold, or forbid to sell or trade
what’s drop,… or to make players pay taxes (I have not seen this last one, and I am
not sure it would work, but it does in real life).
41. PROBLEM:
In games with persistent worlds and economies, some strategies imply trespassing
powers to newer players (twinking). So certain new players may aim at these
strategies to benefit without paying any cost.
“In MMORPGs, twinking refers to a character gaining equipment with the assistance
of a higher level character, particularly by giving said low level character higher level
equipment that is otherwise unattainable”.
For example, Pokémon allows trading Pokémon with each other. In Guild Wars, low-
level characters could benefit from objects obtained by high-level characters.
SOLUTION:
Provide some restrictions or costs in order to do that:
• In some games, certain items require a minimum of ability score or level.
• In other games, items are restricted to a character (WoW, Everquest, etc.).
• Among others.
42. 6. Loopholes: Exploit and metagaming-based strategies
“A loophole can be defined as a flaw in the system that users can exploit to gain an
unfair or unintended advantage.” Fullerton (2014; p. 281)
Then, a loophole can become a degenerate strategy as long as it provides high
benefits with a low cost. There are two types of loopholes: exploits (not intentionally
designed actions available in the game mechanics, physics,…) and metagaming
(actions not in the rules that tell how it is played).
a) Exploit-based strategies
PROBLEM:
Some strategies appear based on particular game characteristics which have not
been designed to be used that way (bugs, glitches,...).
SOLUTION:
It depends on the benefits: patch the game to repair the exploits. Fix the bugs!
Sequence Breakers
The most unique way to use exploits: sequence breakers (allow the player to
experience events in a different order than intended).
43. Do you want to see these exploits? Check speedruns and you will see very strange
things. They use every exploit. They compete beyond the game design.
[http://devmag.org.za/2012/05/07/loopholes-in-game-design/]
44. Saving Systems
“Save scumming is when a player makes multiple saves so that they can play a
‘perfect’ game. The player creates a number of saves and simply reloads one until
they get the result they want.
A solution is to remove, or disable, a save that is frequently used without the correct
condition for the load to happen — player death is typical.” Or you can locate save
points in certain places even allowing the player to save at all times.
Spawn jumping
An example of this is the rainbow bridge in Mario Kart, where a player could skip half
the race by spawn jumping.
[https://www.youtube.com/watch?v=R_ofGEYvEJ0]
45. Fortune hunting
“Fortune hunting occurs in games with random level generation. The player briefly
glances around the level to decide if they feel the level is easy enough for them to
complete; if not, they simply restart the level in the hope of a more favourable one.
Like the hustler, the fortune hunter is playing the game at a difficulty lower than the
one that designer intended.”
• The designer can prevent it by generating better equivalent levels, or by not
generating new levels until the one is created (when is the condition of generating
the level?).
[http://devmag.org.za/2012/05/07/loopholes-in-game-design/]
You must value each exploit in terms of cost-benefit!
Castle Of the Winds
levels are randomly
generated.
46. b) Metagaming-based strategies
PROBLEM:
Some strategies appear based on knowledge of the game rules, other players' habits
and style, or character's characteristics they memorise in order to deploy a strategy
which provide high benefits. Since these are not part of the game itself, they are
known as metagame.
SOLUTIONS:
It depends on the benefits each strategy provides. You can create new rules,
introduce mechanics or show/hide information.
47. Killing the leader occurs in games where a scoreboard is available during play. Players
attack the leader, since she is the person most likely to win, often forming coalitions
to achieve this goal. With the multitude of players attacking the leader, it is likely that
they may suffer damages to a point where they can’t recover from them, and they no
longer have any chance at victory."
A simple solution is to remove scoreboards from the game. A more complex solutions
is to prevent players from cooperating with one and other.
Ghosting is when a non-playing observer in a multiplayer game communicates to one
player, or team, the actions of their opponent.
Solution? Penalizations if detected. There is no evident counter.
Predicting is when the player can learn the logic of the AI, and easily defeat it by
predicting its next action. Studying the other player’s most usual techniques is also
metagaming (although it is not a degenerate strategy but something wise).
48. Learning the game in advance or memorizing their best possibilities. In fact, in some
games this is considered cheating…Actually, are they games made of puzzles?
49. Gamesmanship is “the use of dubious (although not technically illegal) methods to
win or gain a serious advantage in a game or sport. It has been described as "Pushing
the rules to the limit without getting caught, using whatever dubious methods
possible to achieve the desired end”.
Common techniques:
1. Breaking the flow of an opponent’s play (taking long times in turn-based games;
breaking the concentration with noise; etc.).
2. Causing an opponent to take the game less seriously or to overthink his or her
position (nasty comments, defying attitude, claiming less expertise, etc.).
3. Intentionally making a “mistake” which gains an advantage over an opponent.
What are the costs and benefits of
gamesmanship? It is a good ratio!
No wonder why some players find in
them their favorite degenerate
strategy!
Check out the examples from various sports.
[https://en.wikipedia.org/wiki/Gamesmanship]
50. Concluding Remarks
1. Let playtesters feedback, intuition and statistics rule your
decisions. You have seen that in just few times, Math can help
you, as situations may be complex.
2. You need to anticipate where degenerate strategies may come
from. It is best to give variety so there are possible counters,
rather than deleting the elements which create the strategy.
3. Think of original costs, this is what is going to make your games
interesting at the same time that you are balancing the elements
with benefits.
Game Balance is over. Thank you very much!
51. The golden rule of gameplay/gameplay balance
“All options in the game must be worth using sometimes, and
the net cost of using each option must be commensurate with
the payoff you get for using it."
Rollings and Morris (2003, p. 140)
52. Game Balance Course Selected References
• Adams, E. (2014). Fundamentals of game design. Pearson Education. Chapter 11.
• Adams, E., & Dormans, J. (2012). Game mechanics: advanced game design. Chapter 8.
• Fields, T. (2014). Mobile & social game design: Monetization methods and mechanics. CRC
Press. Chapter 9.
• Fullerton, T. (2014). Game design workshop: a playcentric approach to creating innovative
games. CRC press. Chapter 10.
• Oxland, K. (2004). Gameplay and design. Pearson Education. Chapter 16.
• Schell, J. (2014). The Art of Game Design: A book of lenses. CRC Press. Chapters 10-11.
• Sylvester, T. (2013). Designing games: A guide to engineering experiences. " O'Reilly Media,
Inc.". Chapter 6.
• Rollings, A., & Morris, D. (2003). Game architecture and design: a new edition. Chapter 5.
• Selinker, M. (Ed.). (2011). The Kobold Guide to Board Game Design. Part 4.
• Schreiber, I. Game Design Concepts [https://gamedesignconcepts.wordpress.com] (Level 16).
• Schreiber, I. Game Balance Concepts [https://gamebalanceconcepts.wordpress.com].