SlideShare ist ein Scribd-Unternehmen logo
1 von 70
Downloaden Sie, um offline zu lesen
Prof. Pier Luca Lanzi
Game Balancing
Videogame Design and Programming
Prof. Pier Luca Lanzi
Readings
•  Jesse Schell. The Art of Game Design
(2nd Edition) Morgan Kaufmann 2015
2
Prof. Pier Luca Lanzi
Game Balancing
adjusting the elements of the game until
they deliver the experience you want
Prof. Pier Luca Lanzi
Balance Type #1
Fairness
Prof. Pier Luca Lanzi
Balance Type #1: Fairness
•  Fairness is the quality that players universally seek in games
•  Players want to feel that the forces working against them can be
defeated
•  Symmetrical games are the simplest way to ensure that your
game is fair, since all the players have all the same powers and
resources
•  All tabletop games and most sports are symmetrical
5
Prof. Pier Luca Lanzi
Asymmetrical Games
•  To simulate real-world situations
•  To give players another way to explore the game space
•  Personalization
•  To level the playing fields (noob vs expert)
•  To create interesting situations
§ Scotland Yard (players vs mr X)
§ Bhag-Chal (5 tigers vs 20 goats)
6
Prof. Pier Luca Lanzi
https://en.wikipedia.org/wiki/Rock-paper-scissors
Prof. Pier Luca Lanzi
https://en.wikipedia.org/wiki/Rock-paper-scissors
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Balance Type #2
Challenge vs Success
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Balancing Challenge  Difficulty
•  Increase difficulty with each success
•  Let players get through easy parts fast
•  Create layers of challenge (with grades)
•  Let players choose the difficulty level
•  Playtest with a variety of players
•  Give the losers a break
12
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
https://www.youtube.com/watch?v=EitZRLt2G3w
Prof. Pier Luca Lanzi
Balance Type #3
Meaningful Choices
Prof. Pier Luca Lanzi
Good games give players
meaningful choices
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
dominant
strategy
Prof. Pier Luca Lanzi
Once a dominant strategy is discovered,
the game is no longer fun
the puzzle of the game has been solved
because there are no more choices to make
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
triangularity
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Triangularity in Mario Kart
manual vs automatic? kart vs bike?
grab power-ups? use power-ups?
use speed boost pads?
left or right?
Prof. Pier Luca Lanzi
https://www.youtube.com/watch?v=45PdtGDGhac
Prof. Pier Luca Lanzi
Balance Type #4
Skill vs Chance
Prof. Pier Luca Lanzi
dealing out cards = pure chance
choosing how to play them = skill
Prof. Pier Luca Lanzi
game design David Perry suggests
that at each moment players should
exercising a skill
taking risks
working a strategy
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Balance Type #5
Head vs Hand
Prof. Pier Luca Lanzi
“baseball is 90% mental.
The other half is physical”
Yogi Berra
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Balance Type #6
Competition vs Cooperation
Prof. Pier Luca Lanzi
Competition and cooperation
are human basic urges
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Balance Type #7
Short vs Long
Prof. Pier Luca Lanzi
Length of the gameplay is one
important thing to balance
If the game is too short, players may not get
a chance to develop meaningful strategies
If the game goes on too long, players may
grow bored, or they may avoid the game
Prof. Pier Luca Lanzi
Balance Type #8
Reward
Prof. Pier Luca Lanzi
Common Types of Rewards
• Praise
• Points
• Prolonged play
• A gateway
• Resources
42
• Spectacle
• Expression
• Powers
• Status
• Completion
Prof. Pier Luca Lanzi
People tend to get acclimated to
rewards the more they receive them
Variable reward is more powerful
than fixed reward
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Balance Type #9
Punishment
Prof. Pier Luca Lanzi
Why Should a Game Punish Players?
•  Punishment creates endogenous value
•  Taking risks is exciting
•  Possible punishment increases challenge
•  Shaming
•  Loss of potions
•  Shortened play
•  Terminated play
•  Setback
•  Removal of powers
•  Resource depletion
46
Prof. Pier Luca Lanzi
Gathering Food in Diablo
Version #1
collect food or suffer from
diminished powers due to hunger
Version #2
players are never hungry but get
a boost of ability if they eat
Prof. Pier Luca Lanzi
https://en.wikipedia.org/wiki/Ultima_III:_Exodus
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
https://www.youtube.com/watch?v=ea6UuRTjkKs
Prof. Pier Luca Lanzi
Balance Type #10
Freedom vs Controlled Experience
Prof. Pier Luca Lanzi
Games are interactive, and the point of
interactivity is to give the player control,
or freedom, over the experience
How much control?
Giving the player control over everything
is more development and can also be
boring for the player
Prof. Pier Luca Lanzi
Balance Type #11
Simple vs Complex
Prof. Pier Luca Lanzi
innate complexity
(e.g., agricola)
emergent complexity
(othello, go, chess, etc.)
Prof. Pier Luca Lanzi
http://kotaku.com/every-wonderfully-complex-board-game-needs-a-tablet-ver-513844663
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Natural vs Artificial Balancing
space invaders go faster, the fewer they are
Elegance
dots in Pac-Man serve multiple purposes
they provide a short term goal, a long term goal,
triangularity, points/success, extra life
Prof. Pier Luca Lanzi
“if a line in a script doesn’t serve at
least two purposes, it should be cut”
Old Hollywood saying
Prof. Pier Luca Lanzi
Rule of thumb: a game element
should have at least three purposes
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Balance Type #12
Detail vs Imagination
Prof. Pier Luca Lanzi
Only detail what you can do well
Give details the imagination can use
Familiar worlds do not need much detail
Use the “binocular” effect
Give details that inspire imagination
Prof. Pier Luca Lanzi
Prof. Pier Luca Lanzi
Game Balancing Methodologies
Prof. Pier Luca Lanzi
Game Balancing Methodologies
•  Use the lens of the problem statement
•  Doubling and halving
•  Train your intuition by guessing exactly
•  Document your model
•  Tune your model as you tune your game
•  Plan to balance
•  Let the players do it
65
Prof. Pier Luca Lanzi
Dynamic Game Balancing
Prof. Pier Luca Lanzi
It spoils the reality of the world
It is exploitable
Players improve with practice
Prof. Pier Luca Lanzi
Design in Detail: Changing the Time between Shots for the Sniper
Rifle from 0.5 to 0.7 Seconds for Halo 3 by Jaime Griesemer.
http://www.gdcvault.com/play/1012649/Design-in-Detail-Changing-the
Prof. Pier Luca Lanzi
https://www.youtube.com/watch?v=e31OSVZF77w
Prof. Pier Luca Lanzi
http://www.facebook.com/polimigamecollective
https://twitter.com/@POLIMIGC
http://www.youtube.com/PierLucaLanzi
http://www.polimigamecollective.org

Weitere ähnliche Inhalte

Was ist angesagt?

VDP2016 - Lecture 12 Puzzle Design
VDP2016 - Lecture 12 Puzzle DesignVDP2016 - Lecture 12 Puzzle Design
VDP2016 - Lecture 12 Puzzle DesignPier Luca Lanzi
 
Videogame Design and Programming - 09 Puzzles
Videogame Design and Programming - 09 PuzzlesVideogame Design and Programming - 09 Puzzles
Videogame Design and Programming - 09 PuzzlesPier Luca Lanzi
 
Videogame Design and Programming - 06 Working with Dramatic Elements
Videogame Design and Programming - 06 Working with Dramatic ElementsVideogame Design and Programming - 06 Working with Dramatic Elements
Videogame Design and Programming - 06 Working with Dramatic ElementsPier Luca Lanzi
 
Videogame Design and Programming - 04 Conceptualization
Videogame Design and Programming - 04 ConceptualizationVideogame Design and Programming - 04 Conceptualization
Videogame Design and Programming - 04 ConceptualizationPier Luca Lanzi
 
VDP2016 - Lecture 03 Conceptualization
VDP2016 - Lecture 03 ConceptualizationVDP2016 - Lecture 03 Conceptualization
VDP2016 - Lecture 03 ConceptualizationPier Luca Lanzi
 
VDP2016 - Lecture 08 Game mechanics
VDP2016 - Lecture 08 Game mechanicsVDP2016 - Lecture 08 Game mechanics
VDP2016 - Lecture 08 Game mechanicsPier Luca Lanzi
 
Videogame Design and Programming - 03 The Structure of Games
Videogame Design and Programming - 03 The Structure of GamesVideogame Design and Programming - 03 The Structure of Games
Videogame Design and Programming - 03 The Structure of GamesPier Luca Lanzi
 
VDP2016 - Lecture 07 The design document
VDP2016 - Lecture 07 The design documentVDP2016 - Lecture 07 The design document
VDP2016 - Lecture 07 The design documentPier Luca Lanzi
 
VDP2016 - Lecture 06 The structureofgames
VDP2016 - Lecture 06 The structureofgamesVDP2016 - Lecture 06 The structureofgames
VDP2016 - Lecture 06 The structureofgamesPier Luca Lanzi
 
VDP2016 - Lecture 04 Thinking likea-gamedesigner
VDP2016 - Lecture 04 Thinking likea-gamedesignerVDP2016 - Lecture 04 Thinking likea-gamedesigner
VDP2016 - Lecture 04 Thinking likea-gamedesignerPier Luca Lanzi
 
VDP2016 - Lecture 05 Game analysis frameworks
VDP2016 - Lecture 05 Game analysis frameworksVDP2016 - Lecture 05 Game analysis frameworks
VDP2016 - Lecture 05 Game analysis frameworksPier Luca Lanzi
 
Videogame Design and Programming - Course organization
Videogame Design and Programming - Course organizationVideogame Design and Programming - Course organization
Videogame Design and Programming - Course organizationPier Luca Lanzi
 
Introduzione alla realizzazione di videogiochi - Meccaniche
Introduzione alla realizzazione di videogiochi - MeccanicheIntroduzione alla realizzazione di videogiochi - Meccaniche
Introduzione alla realizzazione di videogiochi - MeccanichePier Luca Lanzi
 
VDP2016 - Lecture 14 Procedural content generation
VDP2016 - Lecture 14 Procedural content generationVDP2016 - Lecture 14 Procedural content generation
VDP2016 - Lecture 14 Procedural content generationPier Luca Lanzi
 
Developing your Agile skills through social Games
Developing your Agile skills through social GamesDeveloping your Agile skills through social Games
Developing your Agile skills through social GamesAgile Montréal
 

Was ist angesagt? (20)

VDP2016 - Lecture 12 Puzzle Design
VDP2016 - Lecture 12 Puzzle DesignVDP2016 - Lecture 12 Puzzle Design
VDP2016 - Lecture 12 Puzzle Design
 
Videogame Design and Programming - 09 Puzzles
Videogame Design and Programming - 09 PuzzlesVideogame Design and Programming - 09 Puzzles
Videogame Design and Programming - 09 Puzzles
 
The Design Document
The Design DocumentThe Design Document
The Design Document
 
Course Organization
Course OrganizationCourse Organization
Course Organization
 
Videogame Design and Programming - 06 Working with Dramatic Elements
Videogame Design and Programming - 06 Working with Dramatic ElementsVideogame Design and Programming - 06 Working with Dramatic Elements
Videogame Design and Programming - 06 Working with Dramatic Elements
 
Videogame Design and Programming - 04 Conceptualization
Videogame Design and Programming - 04 ConceptualizationVideogame Design and Programming - 04 Conceptualization
Videogame Design and Programming - 04 Conceptualization
 
VDP2016 - Lecture 03 Conceptualization
VDP2016 - Lecture 03 ConceptualizationVDP2016 - Lecture 03 Conceptualization
VDP2016 - Lecture 03 Conceptualization
 
VDP2016 - Lecture 08 Game mechanics
VDP2016 - Lecture 08 Game mechanicsVDP2016 - Lecture 08 Game mechanics
VDP2016 - Lecture 08 Game mechanics
 
Videogame Design and Programming - 03 The Structure of Games
Videogame Design and Programming - 03 The Structure of GamesVideogame Design and Programming - 03 The Structure of Games
Videogame Design and Programming - 03 The Structure of Games
 
VDP2016 - Lecture 07 The design document
VDP2016 - Lecture 07 The design documentVDP2016 - Lecture 07 The design document
VDP2016 - Lecture 07 The design document
 
VDP2016 - Lecture 06 The structureofgames
VDP2016 - Lecture 06 The structureofgamesVDP2016 - Lecture 06 The structureofgames
VDP2016 - Lecture 06 The structureofgames
 
VDP2016 - Lecture 04 Thinking likea-gamedesigner
VDP2016 - Lecture 04 Thinking likea-gamedesignerVDP2016 - Lecture 04 Thinking likea-gamedesigner
VDP2016 - Lecture 04 Thinking likea-gamedesigner
 
VDP2016 - Lecture 05 Game analysis frameworks
VDP2016 - Lecture 05 Game analysis frameworksVDP2016 - Lecture 05 Game analysis frameworks
VDP2016 - Lecture 05 Game analysis frameworks
 
Data Driven Game Design
Data Driven Game DesignData Driven Game Design
Data Driven Game Design
 
Videogame Design and Programming - Course organization
Videogame Design and Programming - Course organizationVideogame Design and Programming - Course organization
Videogame Design and Programming - Course organization
 
Introduzione alla realizzazione di videogiochi - Meccaniche
Introduzione alla realizzazione di videogiochi - MeccanicheIntroduzione alla realizzazione di videogiochi - Meccaniche
Introduzione alla realizzazione di videogiochi - Meccaniche
 
Introduction to Game Design
Introduction to Game DesignIntroduction to Game Design
Introduction to Game Design
 
VDP2016 - Lecture 14 Procedural content generation
VDP2016 - Lecture 14 Procedural content generationVDP2016 - Lecture 14 Procedural content generation
VDP2016 - Lecture 14 Procedural content generation
 
Various Topics on Game Design
Various Topics on Game DesignVarious Topics on Game Design
Various Topics on Game Design
 
Developing your Agile skills through social Games
Developing your Agile skills through social GamesDeveloping your Agile skills through social Games
Developing your Agile skills through social Games
 

Andere mochten auch

Focus Junior - 14 Maggio 2016
Focus Junior - 14 Maggio 2016Focus Junior - 14 Maggio 2016
Focus Junior - 14 Maggio 2016Pier Luca Lanzi
 
Procedural Content Generation
Procedural Content GenerationProcedural Content Generation
Procedural Content GenerationPier Luca Lanzi
 
Procedural Content Generation with Unity
Procedural Content Generation with UnityProcedural Content Generation with Unity
Procedural Content Generation with UnityPier Luca Lanzi
 
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other MethodsDMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other MethodsPier Luca Lanzi
 
Codemotion Milan - November 21 2015
Codemotion Milan - November 21 2015Codemotion Milan - November 21 2015
Codemotion Milan - November 21 2015Pier Luca Lanzi
 
DMTM 2015 - 12 Classification Rules
DMTM 2015 - 12 Classification RulesDMTM 2015 - 12 Classification Rules
DMTM 2015 - 12 Classification RulesPier Luca Lanzi
 
DMTM 2015 - 16 Data Preparation
DMTM 2015 - 16 Data PreparationDMTM 2015 - 16 Data Preparation
DMTM 2015 - 16 Data PreparationPier Luca Lanzi
 
Introduzione alla realizzazione di videogiochi - Elementi di game design
Introduzione alla realizzazione di videogiochi - Elementi di game designIntroduzione alla realizzazione di videogiochi - Elementi di game design
Introduzione alla realizzazione di videogiochi - Elementi di game designPier Luca Lanzi
 
La Matematica e la fisica da Pong ai giochi tripla A
La Matematica e la fisica da Pong ai giochi tripla ALa Matematica e la fisica da Pong ai giochi tripla A
La Matematica e la fisica da Pong ai giochi tripla APier Luca Lanzi
 
Introduzione alla realizzazione di videogiochi - Presentazione del corso
Introduzione alla realizzazione di videogiochi - Presentazione del corsoIntroduzione alla realizzazione di videogiochi - Presentazione del corso
Introduzione alla realizzazione di videogiochi - Presentazione del corsoPier Luca Lanzi
 
Introduzione alla realizzazione di videogiochi - Fun
Introduzione alla realizzazione di videogiochi - FunIntroduzione alla realizzazione di videogiochi - Fun
Introduzione alla realizzazione di videogiochi - FunPier Luca Lanzi
 
Making a game "Just Right" through testing and play balancing
Making a game "Just Right" through testing and play balancingMaking a game "Just Right" through testing and play balancing
Making a game "Just Right" through testing and play balancingJulio Gorgé
 
OGDC 2014: 10 bits of business/design wisdom
OGDC 2014: 10 bits of business/design wisdomOGDC 2014: 10 bits of business/design wisdom
OGDC 2014: 10 bits of business/design wisdomGameLandVN
 
Engineering Fun in Game Design
Engineering Fun in Game DesignEngineering Fun in Game Design
Engineering Fun in Game DesignMichael Wilson
 
Game design to enhance ca webinar final 12 16
Game design to enhance ca webinar final 12 16Game design to enhance ca webinar final 12 16
Game design to enhance ca webinar final 12 16Shane Gallagher
 
MeCCSA 2013 Pub Quiz
MeCCSA 2013 Pub QuizMeCCSA 2013 Pub Quiz
MeCCSA 2013 Pub Quiz_
 
MDA Framework with SissyFight 3000
MDA Framework with SissyFight 3000MDA Framework with SissyFight 3000
MDA Framework with SissyFight 3000David Gagnon
 
An introduction to the MDA
An introduction to the MDAAn introduction to the MDA
An introduction to the MDALai Ha
 

Andere mochten auch (20)

Focus Junior - 14 Maggio 2016
Focus Junior - 14 Maggio 2016Focus Junior - 14 Maggio 2016
Focus Junior - 14 Maggio 2016
 
Procedural Content Generation
Procedural Content GenerationProcedural Content Generation
Procedural Content Generation
 
Procedural Content Generation with Unity
Procedural Content Generation with UnityProcedural Content Generation with Unity
Procedural Content Generation with Unity
 
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other MethodsDMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
DMTM 2015 - 13 Naive bayes, Nearest Neighbours and Other Methods
 
Codemotion Milan - November 21 2015
Codemotion Milan - November 21 2015Codemotion Milan - November 21 2015
Codemotion Milan - November 21 2015
 
DMTM 2015 - 12 Classification Rules
DMTM 2015 - 12 Classification RulesDMTM 2015 - 12 Classification Rules
DMTM 2015 - 12 Classification Rules
 
DMTM 2015 - 16 Data Preparation
DMTM 2015 - 16 Data PreparationDMTM 2015 - 16 Data Preparation
DMTM 2015 - 16 Data Preparation
 
Course Introduction
Course IntroductionCourse Introduction
Course Introduction
 
Introduzione alla realizzazione di videogiochi - Elementi di game design
Introduzione alla realizzazione di videogiochi - Elementi di game designIntroduzione alla realizzazione di videogiochi - Elementi di game design
Introduzione alla realizzazione di videogiochi - Elementi di game design
 
La Matematica e la fisica da Pong ai giochi tripla A
La Matematica e la fisica da Pong ai giochi tripla ALa Matematica e la fisica da Pong ai giochi tripla A
La Matematica e la fisica da Pong ai giochi tripla A
 
Introduzione alla realizzazione di videogiochi - Presentazione del corso
Introduzione alla realizzazione di videogiochi - Presentazione del corsoIntroduzione alla realizzazione di videogiochi - Presentazione del corso
Introduzione alla realizzazione di videogiochi - Presentazione del corso
 
Introduzione alla realizzazione di videogiochi - Fun
Introduzione alla realizzazione di videogiochi - FunIntroduzione alla realizzazione di videogiochi - Fun
Introduzione alla realizzazione di videogiochi - Fun
 
Making a game "Just Right" through testing and play balancing
Making a game "Just Right" through testing and play balancingMaking a game "Just Right" through testing and play balancing
Making a game "Just Right" through testing and play balancing
 
OGDC 2014: 10 bits of business/design wisdom
OGDC 2014: 10 bits of business/design wisdomOGDC 2014: 10 bits of business/design wisdom
OGDC 2014: 10 bits of business/design wisdom
 
Engineering Fun in Game Design
Engineering Fun in Game DesignEngineering Fun in Game Design
Engineering Fun in Game Design
 
Mda for course design 8-12-15
Mda for course design 8-12-15Mda for course design 8-12-15
Mda for course design 8-12-15
 
Game design to enhance ca webinar final 12 16
Game design to enhance ca webinar final 12 16Game design to enhance ca webinar final 12 16
Game design to enhance ca webinar final 12 16
 
MeCCSA 2013 Pub Quiz
MeCCSA 2013 Pub QuizMeCCSA 2013 Pub Quiz
MeCCSA 2013 Pub Quiz
 
MDA Framework with SissyFight 3000
MDA Framework with SissyFight 3000MDA Framework with SissyFight 3000
MDA Framework with SissyFight 3000
 
An introduction to the MDA
An introduction to the MDAAn introduction to the MDA
An introduction to the MDA
 

Ähnlich wie Game Balancing

VDP2016 - Lecture 10 Working with formal elements
VDP2016 - Lecture 10 Working with formal elementsVDP2016 - Lecture 10 Working with formal elements
VDP2016 - Lecture 10 Working with formal elementsPier Luca Lanzi
 
Videogame Design and Programming - 05 Working with Formal Elements
Videogame Design and Programming - 05 Working with Formal ElementsVideogame Design and Programming - 05 Working with Formal Elements
Videogame Design and Programming - 05 Working with Formal ElementsPier Luca Lanzi
 
Developing your Agile skills through social Games
Developing your Agile skills through social GamesDeveloping your Agile skills through social Games
Developing your Agile skills through social GamesAgile Montréal
 
Play to Learn: Learning Games and Gamification that Get Results
Play to Learn: Learning Games and Gamification that Get ResultsPlay to Learn: Learning Games and Gamification that Get Results
Play to Learn: Learning Games and Gamification that Get ResultsHRDQ-U
 
Summerschool p6, user of playtesting
Summerschool p6, user of playtestingSummerschool p6, user of playtesting
Summerschool p6, user of playtestingLouis Klomp
 
DevLearn 2019 Create Engaging Instruction Using Game Elements
DevLearn 2019 Create Engaging Instruction Using Game ElementsDevLearn 2019 Create Engaging Instruction Using Game Elements
DevLearn 2019 Create Engaging Instruction Using Game ElementsKarl Kapp
 
Design the Experience
Design the ExperienceDesign the Experience
Design the ExperienceScott Meunier
 

Ähnlich wie Game Balancing (9)

VDP2016 - Lecture 10 Working with formal elements
VDP2016 - Lecture 10 Working with formal elementsVDP2016 - Lecture 10 Working with formal elements
VDP2016 - Lecture 10 Working with formal elements
 
Videogame Design and Programming - 05 Working with Formal Elements
Videogame Design and Programming - 05 Working with Formal ElementsVideogame Design and Programming - 05 Working with Formal Elements
Videogame Design and Programming - 05 Working with Formal Elements
 
Developing your Agile skills through social Games
Developing your Agile skills through social GamesDeveloping your Agile skills through social Games
Developing your Agile skills through social Games
 
Play to Learn: Learning Games and Gamification that Get Results
Play to Learn: Learning Games and Gamification that Get ResultsPlay to Learn: Learning Games and Gamification that Get Results
Play to Learn: Learning Games and Gamification that Get Results
 
Design feedback
Design feedback Design feedback
Design feedback
 
Summerschool p6, user of playtesting
Summerschool p6, user of playtestingSummerschool p6, user of playtesting
Summerschool p6, user of playtesting
 
Gamification Journey
Gamification JourneyGamification Journey
Gamification Journey
 
DevLearn 2019 Create Engaging Instruction Using Game Elements
DevLearn 2019 Create Engaging Instruction Using Game ElementsDevLearn 2019 Create Engaging Instruction Using Game Elements
DevLearn 2019 Create Engaging Instruction Using Game Elements
 
Design the Experience
Design the ExperienceDesign the Experience
Design the Experience
 

Mehr von Pier Luca Lanzi

11 Settembre 2021 - Giocare con i Videogiochi
11 Settembre 2021 - Giocare con i Videogiochi11 Settembre 2021 - Giocare con i Videogiochi
11 Settembre 2021 - Giocare con i VideogiochiPier Luca Lanzi
 
Breve Viaggio al Centro dei Videogiochi
Breve Viaggio al Centro dei VideogiochiBreve Viaggio al Centro dei Videogiochi
Breve Viaggio al Centro dei VideogiochiPier Luca Lanzi
 
Global Game Jam 19 @ POLIMI - Morning Welcome
Global Game Jam 19 @ POLIMI - Morning WelcomeGlobal Game Jam 19 @ POLIMI - Morning Welcome
Global Game Jam 19 @ POLIMI - Morning WelcomePier Luca Lanzi
 
Data Driven Game Design @ Campus Party 2018
Data Driven Game Design @ Campus Party 2018Data Driven Game Design @ Campus Party 2018
Data Driven Game Design @ Campus Party 2018Pier Luca Lanzi
 
GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...
GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...
GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...Pier Luca Lanzi
 
GGJ18 al Politecnico di Milano - Presentazione di apertura
GGJ18 al Politecnico di Milano - Presentazione di aperturaGGJ18 al Politecnico di Milano - Presentazione di apertura
GGJ18 al Politecnico di Milano - Presentazione di aperturaPier Luca Lanzi
 
Presentation for UNITECH event - January 8, 2018
Presentation for UNITECH event - January 8, 2018Presentation for UNITECH event - January 8, 2018
Presentation for UNITECH event - January 8, 2018Pier Luca Lanzi
 
DMTM Lecture 20 Data preparation
DMTM Lecture 20 Data preparationDMTM Lecture 20 Data preparation
DMTM Lecture 20 Data preparationPier Luca Lanzi
 
DMTM Lecture 19 Data exploration
DMTM Lecture 19 Data explorationDMTM Lecture 19 Data exploration
DMTM Lecture 19 Data explorationPier Luca Lanzi
 
DMTM Lecture 18 Graph mining
DMTM Lecture 18 Graph miningDMTM Lecture 18 Graph mining
DMTM Lecture 18 Graph miningPier Luca Lanzi
 
DMTM Lecture 17 Text mining
DMTM Lecture 17 Text miningDMTM Lecture 17 Text mining
DMTM Lecture 17 Text miningPier Luca Lanzi
 
DMTM Lecture 16 Association rules
DMTM Lecture 16 Association rulesDMTM Lecture 16 Association rules
DMTM Lecture 16 Association rulesPier Luca Lanzi
 
DMTM Lecture 15 Clustering evaluation
DMTM Lecture 15 Clustering evaluationDMTM Lecture 15 Clustering evaluation
DMTM Lecture 15 Clustering evaluationPier Luca Lanzi
 
DMTM Lecture 14 Density based clustering
DMTM Lecture 14 Density based clusteringDMTM Lecture 14 Density based clustering
DMTM Lecture 14 Density based clusteringPier Luca Lanzi
 
DMTM Lecture 13 Representative based clustering
DMTM Lecture 13 Representative based clusteringDMTM Lecture 13 Representative based clustering
DMTM Lecture 13 Representative based clusteringPier Luca Lanzi
 
DMTM Lecture 12 Hierarchical clustering
DMTM Lecture 12 Hierarchical clusteringDMTM Lecture 12 Hierarchical clustering
DMTM Lecture 12 Hierarchical clusteringPier Luca Lanzi
 
DMTM Lecture 11 Clustering
DMTM Lecture 11 ClusteringDMTM Lecture 11 Clustering
DMTM Lecture 11 ClusteringPier Luca Lanzi
 
DMTM Lecture 10 Classification ensembles
DMTM Lecture 10 Classification ensemblesDMTM Lecture 10 Classification ensembles
DMTM Lecture 10 Classification ensemblesPier Luca Lanzi
 
DMTM Lecture 09 Other classificationmethods
DMTM Lecture 09 Other classificationmethodsDMTM Lecture 09 Other classificationmethods
DMTM Lecture 09 Other classificationmethodsPier Luca Lanzi
 
DMTM Lecture 08 Classification rules
DMTM Lecture 08 Classification rulesDMTM Lecture 08 Classification rules
DMTM Lecture 08 Classification rulesPier Luca Lanzi
 

Mehr von Pier Luca Lanzi (20)

11 Settembre 2021 - Giocare con i Videogiochi
11 Settembre 2021 - Giocare con i Videogiochi11 Settembre 2021 - Giocare con i Videogiochi
11 Settembre 2021 - Giocare con i Videogiochi
 
Breve Viaggio al Centro dei Videogiochi
Breve Viaggio al Centro dei VideogiochiBreve Viaggio al Centro dei Videogiochi
Breve Viaggio al Centro dei Videogiochi
 
Global Game Jam 19 @ POLIMI - Morning Welcome
Global Game Jam 19 @ POLIMI - Morning WelcomeGlobal Game Jam 19 @ POLIMI - Morning Welcome
Global Game Jam 19 @ POLIMI - Morning Welcome
 
Data Driven Game Design @ Campus Party 2018
Data Driven Game Design @ Campus Party 2018Data Driven Game Design @ Campus Party 2018
Data Driven Game Design @ Campus Party 2018
 
GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...
GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...
GGJ18 al Politecnico di Milano - Presentazione che precede la presentazione d...
 
GGJ18 al Politecnico di Milano - Presentazione di apertura
GGJ18 al Politecnico di Milano - Presentazione di aperturaGGJ18 al Politecnico di Milano - Presentazione di apertura
GGJ18 al Politecnico di Milano - Presentazione di apertura
 
Presentation for UNITECH event - January 8, 2018
Presentation for UNITECH event - January 8, 2018Presentation for UNITECH event - January 8, 2018
Presentation for UNITECH event - January 8, 2018
 
DMTM Lecture 20 Data preparation
DMTM Lecture 20 Data preparationDMTM Lecture 20 Data preparation
DMTM Lecture 20 Data preparation
 
DMTM Lecture 19 Data exploration
DMTM Lecture 19 Data explorationDMTM Lecture 19 Data exploration
DMTM Lecture 19 Data exploration
 
DMTM Lecture 18 Graph mining
DMTM Lecture 18 Graph miningDMTM Lecture 18 Graph mining
DMTM Lecture 18 Graph mining
 
DMTM Lecture 17 Text mining
DMTM Lecture 17 Text miningDMTM Lecture 17 Text mining
DMTM Lecture 17 Text mining
 
DMTM Lecture 16 Association rules
DMTM Lecture 16 Association rulesDMTM Lecture 16 Association rules
DMTM Lecture 16 Association rules
 
DMTM Lecture 15 Clustering evaluation
DMTM Lecture 15 Clustering evaluationDMTM Lecture 15 Clustering evaluation
DMTM Lecture 15 Clustering evaluation
 
DMTM Lecture 14 Density based clustering
DMTM Lecture 14 Density based clusteringDMTM Lecture 14 Density based clustering
DMTM Lecture 14 Density based clustering
 
DMTM Lecture 13 Representative based clustering
DMTM Lecture 13 Representative based clusteringDMTM Lecture 13 Representative based clustering
DMTM Lecture 13 Representative based clustering
 
DMTM Lecture 12 Hierarchical clustering
DMTM Lecture 12 Hierarchical clusteringDMTM Lecture 12 Hierarchical clustering
DMTM Lecture 12 Hierarchical clustering
 
DMTM Lecture 11 Clustering
DMTM Lecture 11 ClusteringDMTM Lecture 11 Clustering
DMTM Lecture 11 Clustering
 
DMTM Lecture 10 Classification ensembles
DMTM Lecture 10 Classification ensemblesDMTM Lecture 10 Classification ensembles
DMTM Lecture 10 Classification ensembles
 
DMTM Lecture 09 Other classificationmethods
DMTM Lecture 09 Other classificationmethodsDMTM Lecture 09 Other classificationmethods
DMTM Lecture 09 Other classificationmethods
 
DMTM Lecture 08 Classification rules
DMTM Lecture 08 Classification rulesDMTM Lecture 08 Classification rules
DMTM Lecture 08 Classification rules
 

Kürzlich hochgeladen

Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..Disha Kariya
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...christianmathematics
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Krashi Coaching
 
Disha NEET Physics Guide for classes 11 and 12.pdf
Disha NEET Physics Guide for classes 11 and 12.pdfDisha NEET Physics Guide for classes 11 and 12.pdf
Disha NEET Physics Guide for classes 11 and 12.pdfchloefrazer622
 
Interactive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationInteractive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationnomboosow
 
9548086042 for call girls in Indira Nagar with room service
9548086042  for call girls in Indira Nagar  with room service9548086042  for call girls in Indira Nagar  with room service
9548086042 for call girls in Indira Nagar with room servicediscovermytutordmt
 
APM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAPM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAssociation for Project Management
 
Measures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDMeasures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDThiyagu K
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsTechSoup
 
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...fonyou31
 
Arihant handbook biology for class 11 .pdf
Arihant handbook biology for class 11 .pdfArihant handbook biology for class 11 .pdf
Arihant handbook biology for class 11 .pdfchloefrazer622
 
Web & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdfWeb & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdfJayanti Pande
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxheathfieldcps1
 
Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3JemimahLaneBuaron
 
Student login on Anyboli platform.helpin
Student login on Anyboli platform.helpinStudent login on Anyboli platform.helpin
Student login on Anyboli platform.helpinRaunakKeshri1
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeThiyagu K
 

Kürzlich hochgeladen (20)

INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptxINDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
INDIA QUIZ 2024 RLAC DELHI UNIVERSITY.pptx
 
Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..Sports & Fitness Value Added Course FY..
Sports & Fitness Value Added Course FY..
 
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
Explore beautiful and ugly buildings. Mathematics helps us create beautiful d...
 
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
Kisan Call Centre - To harness potential of ICT in Agriculture by answer farm...
 
Disha NEET Physics Guide for classes 11 and 12.pdf
Disha NEET Physics Guide for classes 11 and 12.pdfDisha NEET Physics Guide for classes 11 and 12.pdf
Disha NEET Physics Guide for classes 11 and 12.pdf
 
Interactive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communicationInteractive Powerpoint_How to Master effective communication
Interactive Powerpoint_How to Master effective communication
 
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"Mattingly "AI & Prompt Design: The Basics of Prompt Design"
Mattingly "AI & Prompt Design: The Basics of Prompt Design"
 
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
Mattingly "AI & Prompt Design: Structured Data, Assistants, & RAG"
 
9548086042 for call girls in Indira Nagar with room service
9548086042  for call girls in Indira Nagar  with room service9548086042  for call girls in Indira Nagar  with room service
9548086042 for call girls in Indira Nagar with room service
 
APM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across SectorsAPM Welcome, APM North West Network Conference, Synergies Across Sectors
APM Welcome, APM North West Network Conference, Synergies Across Sectors
 
Measures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SDMeasures of Dispersion and Variability: Range, QD, AD and SD
Measures of Dispersion and Variability: Range, QD, AD and SD
 
Introduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The BasicsIntroduction to Nonprofit Accounting: The Basics
Introduction to Nonprofit Accounting: The Basics
 
Advance Mobile Application Development class 07
Advance Mobile Application Development class 07Advance Mobile Application Development class 07
Advance Mobile Application Development class 07
 
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
Ecosystem Interactions Class Discussion Presentation in Blue Green Lined Styl...
 
Arihant handbook biology for class 11 .pdf
Arihant handbook biology for class 11 .pdfArihant handbook biology for class 11 .pdf
Arihant handbook biology for class 11 .pdf
 
Web & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdfWeb & Social Media Analytics Previous Year Question Paper.pdf
Web & Social Media Analytics Previous Year Question Paper.pdf
 
The basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptxThe basics of sentences session 2pptx copy.pptx
The basics of sentences session 2pptx copy.pptx
 
Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3Q4-W6-Restating Informational Text Grade 3
Q4-W6-Restating Informational Text Grade 3
 
Student login on Anyboli platform.helpin
Student login on Anyboli platform.helpinStudent login on Anyboli platform.helpin
Student login on Anyboli platform.helpin
 
Measures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and ModeMeasures of Central Tendency: Mean, Median and Mode
Measures of Central Tendency: Mean, Median and Mode
 

Game Balancing

  • 1. Prof. Pier Luca Lanzi Game Balancing Videogame Design and Programming
  • 2. Prof. Pier Luca Lanzi Readings •  Jesse Schell. The Art of Game Design (2nd Edition) Morgan Kaufmann 2015 2
  • 3. Prof. Pier Luca Lanzi Game Balancing adjusting the elements of the game until they deliver the experience you want
  • 4. Prof. Pier Luca Lanzi Balance Type #1 Fairness
  • 5. Prof. Pier Luca Lanzi Balance Type #1: Fairness •  Fairness is the quality that players universally seek in games •  Players want to feel that the forces working against them can be defeated •  Symmetrical games are the simplest way to ensure that your game is fair, since all the players have all the same powers and resources •  All tabletop games and most sports are symmetrical 5
  • 6. Prof. Pier Luca Lanzi Asymmetrical Games •  To simulate real-world situations •  To give players another way to explore the game space •  Personalization •  To level the playing fields (noob vs expert) •  To create interesting situations § Scotland Yard (players vs mr X) § Bhag-Chal (5 tigers vs 20 goats) 6
  • 7. Prof. Pier Luca Lanzi https://en.wikipedia.org/wiki/Rock-paper-scissors
  • 8. Prof. Pier Luca Lanzi https://en.wikipedia.org/wiki/Rock-paper-scissors
  • 10. Prof. Pier Luca Lanzi Balance Type #2 Challenge vs Success
  • 12. Prof. Pier Luca Lanzi Balancing Challenge Difficulty •  Increase difficulty with each success •  Let players get through easy parts fast •  Create layers of challenge (with grades) •  Let players choose the difficulty level •  Playtest with a variety of players •  Give the losers a break 12
  • 14. Prof. Pier Luca Lanzi https://www.youtube.com/watch?v=EitZRLt2G3w
  • 15. Prof. Pier Luca Lanzi Balance Type #3 Meaningful Choices
  • 16. Prof. Pier Luca Lanzi Good games give players meaningful choices
  • 19. Prof. Pier Luca Lanzi dominant strategy
  • 20. Prof. Pier Luca Lanzi Once a dominant strategy is discovered, the game is no longer fun the puzzle of the game has been solved because there are no more choices to make
  • 22. Prof. Pier Luca Lanzi triangularity
  • 25. Prof. Pier Luca Lanzi Triangularity in Mario Kart manual vs automatic? kart vs bike? grab power-ups? use power-ups? use speed boost pads? left or right?
  • 26. Prof. Pier Luca Lanzi https://www.youtube.com/watch?v=45PdtGDGhac
  • 27. Prof. Pier Luca Lanzi Balance Type #4 Skill vs Chance
  • 28. Prof. Pier Luca Lanzi dealing out cards = pure chance choosing how to play them = skill
  • 29. Prof. Pier Luca Lanzi game design David Perry suggests that at each moment players should exercising a skill taking risks working a strategy
  • 31. Prof. Pier Luca Lanzi Balance Type #5 Head vs Hand
  • 32. Prof. Pier Luca Lanzi “baseball is 90% mental. The other half is physical” Yogi Berra
  • 34. Prof. Pier Luca Lanzi Balance Type #6 Competition vs Cooperation
  • 35. Prof. Pier Luca Lanzi Competition and cooperation are human basic urges
  • 39. Prof. Pier Luca Lanzi Balance Type #7 Short vs Long
  • 40. Prof. Pier Luca Lanzi Length of the gameplay is one important thing to balance If the game is too short, players may not get a chance to develop meaningful strategies If the game goes on too long, players may grow bored, or they may avoid the game
  • 41. Prof. Pier Luca Lanzi Balance Type #8 Reward
  • 42. Prof. Pier Luca Lanzi Common Types of Rewards • Praise • Points • Prolonged play • A gateway • Resources 42 • Spectacle • Expression • Powers • Status • Completion
  • 43. Prof. Pier Luca Lanzi People tend to get acclimated to rewards the more they receive them Variable reward is more powerful than fixed reward
  • 45. Prof. Pier Luca Lanzi Balance Type #9 Punishment
  • 46. Prof. Pier Luca Lanzi Why Should a Game Punish Players? •  Punishment creates endogenous value •  Taking risks is exciting •  Possible punishment increases challenge •  Shaming •  Loss of potions •  Shortened play •  Terminated play •  Setback •  Removal of powers •  Resource depletion 46
  • 47. Prof. Pier Luca Lanzi Gathering Food in Diablo Version #1 collect food or suffer from diminished powers due to hunger Version #2 players are never hungry but get a boost of ability if they eat
  • 48. Prof. Pier Luca Lanzi https://en.wikipedia.org/wiki/Ultima_III:_Exodus
  • 50. Prof. Pier Luca Lanzi https://www.youtube.com/watch?v=ea6UuRTjkKs
  • 51. Prof. Pier Luca Lanzi Balance Type #10 Freedom vs Controlled Experience
  • 52. Prof. Pier Luca Lanzi Games are interactive, and the point of interactivity is to give the player control, or freedom, over the experience How much control? Giving the player control over everything is more development and can also be boring for the player
  • 53. Prof. Pier Luca Lanzi Balance Type #11 Simple vs Complex
  • 54. Prof. Pier Luca Lanzi innate complexity (e.g., agricola) emergent complexity (othello, go, chess, etc.)
  • 55. Prof. Pier Luca Lanzi http://kotaku.com/every-wonderfully-complex-board-game-needs-a-tablet-ver-513844663
  • 57. Prof. Pier Luca Lanzi Natural vs Artificial Balancing space invaders go faster, the fewer they are Elegance dots in Pac-Man serve multiple purposes they provide a short term goal, a long term goal, triangularity, points/success, extra life
  • 58. Prof. Pier Luca Lanzi “if a line in a script doesn’t serve at least two purposes, it should be cut” Old Hollywood saying
  • 59. Prof. Pier Luca Lanzi Rule of thumb: a game element should have at least three purposes
  • 61. Prof. Pier Luca Lanzi Balance Type #12 Detail vs Imagination
  • 62. Prof. Pier Luca Lanzi Only detail what you can do well Give details the imagination can use Familiar worlds do not need much detail Use the “binocular” effect Give details that inspire imagination
  • 64. Prof. Pier Luca Lanzi Game Balancing Methodologies
  • 65. Prof. Pier Luca Lanzi Game Balancing Methodologies •  Use the lens of the problem statement •  Doubling and halving •  Train your intuition by guessing exactly •  Document your model •  Tune your model as you tune your game •  Plan to balance •  Let the players do it 65
  • 66. Prof. Pier Luca Lanzi Dynamic Game Balancing
  • 67. Prof. Pier Luca Lanzi It spoils the reality of the world It is exploitable Players improve with practice
  • 68. Prof. Pier Luca Lanzi Design in Detail: Changing the Time between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3 by Jaime Griesemer. http://www.gdcvault.com/play/1012649/Design-in-Detail-Changing-the
  • 69. Prof. Pier Luca Lanzi https://www.youtube.com/watch?v=e31OSVZF77w
  • 70. Prof. Pier Luca Lanzi http://www.facebook.com/polimigamecollective https://twitter.com/@POLIMIGC http://www.youtube.com/PierLucaLanzi http://www.polimigamecollective.org