3. Game Balance
Single Player Games: The game’s difficulty
is matched to the player’s skill level
throughout the entire game.
Multiplayer Games: All players have an
equal opportunity to win regardless of their
starting position, resources, goals, or skill
level.
4.
5. Complexity vs. Difficulty
Difficulty: The skill required to successfully
reach a goal.
Complexity: The number of actions required
to successfully reach a game goal.
6. Right Level of Difficulty
The right level of difficulty is the one intended
by the game designer.
7. Why Designers Want Right Level of
Difficulty
If challenges are too easy, players will become
Bored
If they are too difficult, players will become
Frustrated
Other reasons:
Provide Smooth Learning Curves
Combine Tension and Empowerment
Promote Game Mastery
8. Difficulty Level Design
Considerations
Which challenges should be made easier?
Which challenges should be made harder?
Which challenges should occur at another
point in the game?
9. Balancing Difficulty
Less Difficulty:
Clues about solving Challenge
Make actions easier to perform
Selectable Goals
Varied Gameplay
Harder:
More Obstacles and Enemies
Make Actions harder to perform
10. Right Level of Complexity
The right level of complexity is the one
intended by the game designer.
11. Why Designers Want Right Level of
Complexity
• Influences Level of Difficulty
• Makes Game Mastery easier to Achieve
• Supports Experimenting
• Promotes Constructive Play
Warning! Can lead to:
Analysis Paralysis
12. Complexity Design Considerations
Does the game have rhythm-based
actions?
How many game elements does the player
need to interact with?
How many relationships do these elements
have with each other?
How complex is the narrative structure?
13. Balancing Complexity
Less Complex
Ability Losses
More Complex
Attention Swapping
Indirect Control
Producer-Consumer Chains
Resource Consumers
Red Herrings
Role Reversals
14. Smooth Learning Curves
Games designed to provide players with the
possibility of smoothly progressing from novice to
master.
16. Why Designers Want Smooth Learning
Curves
Allows:
Immersion
Game Mastery
Supports:
Illusion of Influence
Perceived Chance to Succeed
17. Smooth Learning Curves Design
Considerations
What information can be provided to
players for overcoming challenges?
How can challenge difficulty be adjusted to
the player’s skill?
How can players adjust challenge
difficulty?
25. Why Designers Use Balancing Effects
Allows:
Smooth Learning Curves
Right Level of Difficulty
Perceived Chance to Succeed
High-Level Closures
Also:
Maintains Tension
Minimizes differences in Asymmetric Abilities
26. Balancing Effects Design
Considerations
Is the balancing effect designed to be pre-
emptive or correcting?
Is limited foresight used to mask an
imbalance?
Are there more than two players or teams
competing?
28. Why Designers Use Symmetry
Allows:
Player Balance (set-up only)
Team Balance (set-up only)
Supports:
Game Mastery
29. Symmetry Design Considerations
Do players have the same abilities?
Do players have symmetric goals?
Are resources distributed symmetrically?
Do teams have symmetry?
32. Rock-Paper-Scissors in Quick Games
Choices tend to have immediate
consequences
Played repeated so that a Metagame
evolves of gaining knowledge of
opponent’s strategies
33. Rock-Paper-Scissors in Long-Term
Games
Investments gain Asymmetric Abilities
Players gain information about other
players by
Public Information
Sending Units into Fog of War
34. Why Designers Use Rock-Paper-
Scissors
Provides:
Symmetry between actions or tactics
Promotes:
Tension about chosen action/tactic
Supports:
Game Mastery through knowledge of
successful actions/tactics
37. How Handicaps Are Provided
Asymmetric Abilities
Asymmetric Resource Distribution
Asymmetric Goals
Reversible Actions For Novices
Reconfigurable Game Worlds
38. Why Designers Use Handicaps
Provides:
Right Level of Difficulty in Multiplayer
Games
Player or Team Balance
Trans-Game Information
Warning! Conflicts with:
Symmetry
39. Handicaps Design Considerations
Can players set individual levels of difficulty?
Can players set individual resources or abilities?
Can players set individual negative consequences to
be limited or ignored?
Can players set different thresholds for evaluation
functions?
Can players set individual bonuses to score values?
Can players set individual starting locations or skill
advantages?
Can player take back actions and perform other
actions?
40. Team Balance
Teams have equal chances of succeeding
with actions in a game or winning a game.
41. Ways To Provide Team Balance
Before Game:
Team Configuration with Player Balance
Symmetric Competency Areas and
Privileged Abilities
Starting Positions
During Game:
Handicaps
Spawning
42. Why Designers Want Team Balance
Gives players a Perceived Chance of
Winning
Encourages Team Play and therefore
Social Status
Players feel Empowerment
43. Team Balance Design Considerations
Is there total player balance between all
players?
How can teams’ starting positions be
balanced?
What privileged abilities need to be mitigated?
What handicaps need to be applied?
What other balancing effects need to be
applied during gameplay?
44.
45. Game Mastery
That one can clearly distinguish between skillful
and incompetent players when they are using all
their skills and abilities in a game.
47. Allowing For Game Mastery
Requires:
Right Level of Difficulty
Smooth Learning Curves with Right Levels
of Difficulty
Nullified by:
Randomness
Balancing
48. Why Designers Promote Game
Mastery
Empowerment
Emotional Immersion
Replayablity
Varied Gameplay
Competency Areas
Strategic Knowledge
Risk-Reward Trade-offs
Trans-Game Information
Social Statuses
Investments in Gameplay
49. Game Mastery Design Considerations
What dexterity-based skills can a player train
and develop?
What mental-based skills can a player train
and develop?
What social-based skills can a player train and
develop?
How is mastery revealed?
How can mastery be maintained past game
sessions?
51. Ways To Provide Empowerment
Right Level of Difficulty
Privileged/New/Improved Abilities
Producers & Converters
Strategic Planning & Knowledge
Freedom of Choice
Player-Decided Results
Creative Control
Social Status
Game Mastery
52. Why Designers Provide
Empowerment
Emotional Immersion
Competence Areas
Higher Level Closures as Gameplay
Progresses
Warning! Can conflict with:
Player Balance
Team Balance
53. Empowerment Design Considerations
How empowered does the player feel at
the beginning of the game?
Does the empowerment increase
incrementally?
What opportunities does the player have
for creative control?
Do the players vote on anything?
Can the player construct the game world?
54. Timing
The effect on gameplay that actions have to be performed
at certain points in game time to be performed at all or
that the direct effects of actions varies greatly depending
on when they are performed.
55. Timing In Real-Time Games
Maneuvering and Deadly Traps
Combat through Aim & Shoot with
Overcome Goals
Aim & Shoot for Capture and Configuration
Goals
56. Timing in Turn-Based Games
Privileged Abilities with Delayed Effects
Geometric Rewards for Investments
57. Why Designers Use Timing
Allows Rhythm-Based Actions
Encourages Game Mastery
61. Why Designers Use Rhythm-Based
Actions
Sensory-Motoric Immersion
Game Mastery
62. Rhythm-Based Action Design
Considerations
What is the extended action to be
performed?
How long should it be performed?
What feedback is provided to the player?
What rewards or penalties are associated
with performing the action?
70. Research and use the LMS to report on
games using balancing patterns discussed in
class.
Hinweis der Redaktion
EXAMPLES:
D&D Scenarios are categorized by Player Level Number.
ZELDA: THE OCARINA OF TIME starts with easy quests and moves on to more challenging ones.
Players feel both TENSION and EMPOWERMENT, due to PERCEIVED CHANCE TO SUCCEED and ILLUSION OF INFLUENCE..
Complexity has to do with the understanding of rules, the consequences of immediate actions in the long run, and planning of many actions ahead.
EXAMPLE:
The size of a GO board determine the number of possible combinations in a single game session.
Real-time strategy games like STARCRAFT can have many rules associated with them.
With SMOOTH LEARNING CURVE, makes GAME MASTERY easier to achieve.
With LIMITED FORESIGHT and PREDICTABLE CONSEQUENCES, supports EXPERIMENTING and promotes CONSTRUCTCTIVE PLAY.:
*STIMULATED PLANNING may lead to ANALYSIS PARALYSIS and DOWNTIME
RHYTHM-BASED ACTIONS:
TEMPO and NUMBER OF ACTIONS.
COMBOS
GAME ELEMENTS: Main way of adjusting COMPLEXITY
RELATIONSHIPS
When learning the skill to play a game is actually a part of the gameplay and an enjoyable experience in itself, the game is said to have a SMOOTH LEARGNING CURVE.
EXAMPLES:
LEGEND OF ZELDA provides signs and characters that give players hints about what they can do.
FIRST PERSON SHOOTERS: Single-player mode can be seen as preparation for playing multiplayer.
RIGHT LEVEL OF DIFFICULTY based on the Player's Skill Level.
INFORMATION: Allows players to build STRATEGIC INFORMATION and LIMITED FORESIIGHT.
EXTRA-GAME INFORMATION provided as CLUES or HELPERS
CONSISTENT REALITY LOGIC
https://youtu.be/GiOA_CS25Kw
Balancing Effects serve to make all players more likely to feel that they have a chance to win over their opponents.
EXAMPLES:
Power-ups in SUPER MONKEY BALL 2 give speed boosters only to players not leading in the race. (Further balancing effects can be added by players through the option that makes the leader have lower maximum speed than the other players.)
Multiplayer online first-person shooters may arrange teams based on numbers or even experience.
.
PRE_EMPTIVE: Maintain Player Balance so that imbalances do not occur.
SELECTABLE SET OF GOALS so players can choose ones that best fit their abilities.
DIMINISHING RETURNS to prevent players from becoming clear leaders.
Warning: If these effects are DIRECT, can RUIN ILLUSION OF INFLUENCE. INDIRECT METHODS include BUGETED ACTION POINTS and CHARACTER DEVELOPMENT.
CORRECTING: Correct imbalances once they have occurred.
Arrange TURN TAKING so Disadvantaged Players are in most advantageous positions.
SPAWNING, so that disadvantaged players are at STRATEGIC LOCATIONS.
.
LIMITED FORESIGHT: Players can not see too far ahead of the game, giving them a PERCEIVED CHANCE TO SUCCEED, although it may only be an ILLUSION OF INFLUENCE.
MORE THAN 2: Corrective balancing as teams may enter into an UNCOMMITTED ALLIANCE against the leader. (GAME STATE OVERVIEWS and PUBLIC SCORES are necessary so that players can pinpoint the leader).
A common feature in games to ensure that players have equal opportunities. In these cases, the outcome of games is either dependent on players’ SKILLS or RANDOMNESS, since the game system does not put any player in a favorable position.
EXAMPLES:
In CHESS, the players have the same pieces and set-up.
In SETTLERS OF CATAN, the player who is first to place the first settlement is the last to place the second, while the last to place the first settlement is the first to place the second.
Provides basis for showing GAME MASTERY when there is little RANDOMNESS
Create OUTSTANDING FEATURES in the Game World.
https://youtu.be/GiOA_CS25Kw
EXAMPLE:
Classic children’s game.
In QUAKE, the relations between Weapons and Monsters.
Often implemented as INVESTMENT to gain ASSYMETRIC ABILITIES, through UNITS or CHARACTER DEVELOPMENT.
Introduces a form of RANDOMNESSS and limited PREDICTABLE CONEQUENCE unless players either gain knowledge of other player’s current activities or keep a record of their behavior.
When player are aware of differences in their playing skills, they may agree on HANDICAPSS to make the outcome as uncertain as possible within the game world.
EXAMPLES:
GOLF is one of the most well-known sports using HANDICAPS. It not only ensures equal gameplay, but is a measure of mastery of the sport.
Fighting games like TEKKEN allow players to choose starting health by percentage, for example 80% to 140%.
Provides TRANS-GAME INFORMATION which can be a form of SCORE in a META GAME.
INDIVIDUAL LEVELS OF DIFFICULTY
RESOURCES or ABILITIES
* ASSYMETRIC RESOURCE DISTRIBUTION and ABILITIES or PRIVILEGED ABILITIES can give BALANCING EFFECTS, as players may not have as much FREEDOM OF CHOICE.
* Changing resources in the GAME WORLD make the game one with a RECONFIGURABLE GAME WORLD.
NEGATIVE CONSEQUENCES.
EVALUATON FUNCTIONSS
BONUS
START LOCATION / SKILL ADVANTAGES
REVERSIBILITY
Games with teams are usually balanced the same way as games where players play against each other.
EXAMPLE:
Some MULTIPLAYER ONLINE FPS have systems for automatically arranging teams based on kills or experience points.
Teams changing sides during half time in SOCCER minimizes the influence of variations in the field or the direction of the sun.
PLAYER BALANCE:
* Doesn’t need to be if there is still SYMMETRY between teams.
* Unless more than two teams are playing PLAYER DECIDED RESULTS cannot work as votes, etc. become draws.
STARTING POSITION: Doesn’t need to be if there is SYMMETRY between teams.
PRVILEGED ABILITIES: Doesn’t need to be if there is SYMMETRY between teams.
BALANCING
Lessened by: TEAM DEVELOPMENT
How players can their skills and abilities in playing the game, and how to balance the gameplay for players with different skill levels.
Player skill Is achieved when players feel they have an understanding of the game or a possibility to perform actions in a game that a previously not possible. When the skill is sufficiently far from the initial level, players can feel that they have gained Game Mastery.
EXAMPLES:
In CHESS:, the differences between novice and experts is so large, novices have no chance to win against an expert player.
In FIRST-PERSON SHOOTERS, there can be a wide range of mastery.
ILLUSIONARY REWARD
WARNING:
* RANDOMNESS and BALANCING EFFECTS can make MASTERY hard to perceive or even achieve.
Best done through LEVELS, where the appropriate difficulty of challenges can be set.
Games that support use of different skills for solving challenges promote VARIED GAMEPLAY.
ASSYMMETRIC ABILITIES may allow different types of Game Mastery in the same game. This promotes REPLAYABILITY, but in multiplayer games requires COMPETENCY AREAS.
Knowing when to perform actions is also part of Game Mastery. Development of STRATEGIC KNOWLEDGE may be due to required RISK/REWARD choices or TRADEOFFS.
Passed on as TRANS-GAME INFORMATION between instances, making playing the game a form of INVESTMENT.
And knowing when to perform EXTENDED ACTIONS, and the long-term consequences of PENALTIES and REWARDS.
DEXTERITY: Coordination-based and timing-based actions.
MENTAL: Memorizing, Puzzle Solving, Experimenting,
Determined by the level of COGNITIVE IMMERSION or SPATIAL IMMERSION.
Games involving RANDOMNESS can also support Game Mastery, but usually through Strategic Knowledge about Probabilities.
SOCIAL: Negotiation, Storytelling, Betting.
REVEALED: Most commonly in OVERCOME goals, PERCEIVABLE MARGINES or GAME STATE OVERIVEW.
MAINTAINED:
TOURNAMENTS
HIGH SCORE LISTS with HANDLES
SOCIAL STATUS, especially if game supports SPECTATORS.
Games let players make choices that can affect the final outcome of the game. The possibility to have an influence over what happens is a form of power and gives players a feeling of EMPOWERMENT simply by playing games. Playing a game can be seen as an agreement among all the players to give each other clearly defined powers. But this Empowerment is bounded by the rule of the game. The level of Empowerment depend upon the design of the game and upon the other players.
EXAMPLE:
Gaining new weapons in FPS games.
In RPGs, scenarios are made for the highest level characters.
BEGINNING
INCREMENTAL
IMPROVED/NEW ABILITIES, especially PRIVILEGED, by giving them COMPETENCE AREAS
Choose how to uses PRODUCERS or CONVERTERS, by giving them FREEDOM OF CHOICE
CREATIVE CONTROL
VOTING
CONSTRUCTING WORLDS
BALANCING
* Lessened by TIME LIMITS, ROLE REVERSALS, and ganging up.
EXAMPLE:
SUPER MARIO SUNSHINE: Special variations of actions are possible if the Timing between two button presses on the game controller is correct.
Fighting games like TEKKEN place emphasis on Timing to successfully attack and parry against opponents.
ACHIEVED by SIMULATED PLANNING
In Rhythm-based Games, timing and stability can be as important as performing the right action. They are basically EXTENDED ACTIONS that require TIMING in REAL-TIME GAMES.
EXAMPLE:
Early computer sports games like CALIFORNIA GAMES required players to make long sequences of rhythm based actions.
DANCE DANCE REVOLUTION requires players to hit various buttons in certain combinations while following certain rhythms.
EXTENDED ACTION
TIMING
FEEDBACK
PROGRESS INDICATOR
ILLUSORY REWARD
REWARD/PENALTY
Failure to keep rhythm usually ends the Extended Action with no penalties, especially with OVERCOME goals or COMBAT actions.
Failure while performing movement-related Combos, penalties are often associated with DEADLY TRAPS
Actions whose effects are determined by how the player physically performs them. The effects of the actions do not have to be directly connected to what the player is physically manipulating for the actions to be dexterous.
EXAMPLE:
Most sports requires skillful DEXTERITY-BASED ACTIONS as part of GAME MASTERY.
Moving Avatars in FPS can be seen as a Dexterity-Based Action since players get feedback quickly enough to feel immersed in the virtual environment, even though the control is INDIRECT and the Action is MEDIATED by the Game System.
ACTION
RESPONSE TIME
If response time is too long, they do not seem to the Player to be DEXTERITY-BASED ACTIONS. This can be mitigated with games with few SURPRISES and either using TIMING for single-actions with PROGRESS INDICATORS, or RHYTHM-BASED GAME where delays can be ignored.