Game balance is about adjusting game elements to provide the desired experience. It involves understanding relationships between elements and determining which to alter and how much. Balancing can be approached like creating a recipe, deciding ingredients and amounts. There are twelve common types of game balance, including fairness, challenge vs success, and meaningful choices. Fairness is achieved through symmetrical games that give equal resources and powers, or asymmetrical games that require careful balancing. Challenge vs success balance aims to keep players in a "flow channel" where skill matches difficulty to avoid anxiety or boredom.
Game balance is about adjusting game elements to provide the desired experience. It involves understanding relationships between elements and determining which to alter and how much. Balancing can be approached like creating a recipe, deciding ingredients and amounts. There are twelve common types of game balance, including fairness, challenge vs success, and meaningful choices. Fairness is achieved through symmetrical games that give equal resources and powers, or asymmetrical games that require careful balancing. Challenge vs success balance aims to keep players in a "flow channel" where skill matches difficulty to avoid anxiety or boredom.
Game balance is about adjusting game elements to provide the desired experience. It involves understanding relationships between elements and determining which to alter and how much. Balancing can be approached like creating a recipe, deciding ingredients and amounts. There are twelve common types of game balance, including fairness, challenge vs success, and meaningful choices. Fairness is achieved through symmetrical games that give equal resources and powers, or asymmetrical games that require careful balancing. Challenge vs success balance aims to keep players in a "flow channel" where skill matches difficulty to avoid anxiety or boredom.
Game Balance • Balancing a game is adjusting the elements of the game until they deliver the experience you want. • Balancing a game is far from a science. • It is more about understanding the subtle nuances in the relationships between the elements of your game. • It is then determining what elements to alter, how much to alter them, and which ones to leave alone. Game Balance • Balancing a game can be thought of as like creating a new recipe for baking for example. • One part is determining the ingredients that you need. • Another is deciding how much of each to use and how they should be combined. • Some of these decisions will be based on hard math, such as the number of teaspoons or flour to use. • Others, like how much sugar to use, is usually a matter of personal preference. Game Balance • These are the twelve most common types of game balance: • Fairness • Challenge vs. Success • Meaningful Choices • Skill vs. Chance • Head vs. Hands • Competition vs. Cooperation • Short vs. Long • Rewards • Punishment • Freedom vs. Controlled Experience • Simple vs. Complex • Detail vs. Imagination Fairness Game Balance Symmetrical Games • One quality that players seek in games is fairness. • Players want to feel that the obstacles that they are against do not have unfair advantages. • One way to do this is making your game symmetrical. • Symmetrical in this context means giving equal resources and powers to all players. Symmetrical Games • Symmetrical type games are great if you want to put players in direct competition with each other. • This is especially true if you expect them to have roughly equal levels of skill. • These are good systems for determining which player is the best, since the deciding factors will be skills and strategy. Symmetrical Games • Perfect symmetry is not always possible as there are minor issues such as “who goes first”? • This can give one side a small advantage over the other. • Generally, random selection, such as a coin toss, is the solution. Symmetrical Games • Though it gives one player or team a small advantage, this is remedied over many games. • This is because over time the advantage is distributed evenly. • The advantage can also be given to the player with the least skill. Asymmetrical Games • It can also sometimes be beneficial to give different opponents and players different resources and abilities. • This is what we might refer to as an asymmetrical game. • If you do plan to create this kind of game, a lot of balancing will have to take place. • There are reasons why you would go for the “harder” route of balancing, some of which are discussed on the next slides. Asymmetrical Games • Here are some reasons you might create an asymmetrical game: • To simulate a real-world situation • Simulating real world events will require you to mirror the unfair circumstances that have led up to those events. • To give players another way to explore the game space • Exploring a game in a different manner and with different rewards or playstyles will provide players a lot of replayability for your game. • To give players customization • Giving players the option to tweak their own characters, equipment and skills will allow them to shape the game to emphasize the thing they are best at. Asymmetrical Games • Here are some reasons you might create an asymmetrical game: • To level the playing field • Your opponents in a game can have radically different skill levels. • Providing options or mechanics for challenging players at different skill levels ensures all players of all skill levels get a fulfilling experience. • To create interesting situations • Providing different goals to uneven forces allows your game provide interesting experiences for the players. • This can encourage players to experiment and try out new strategies in the game. Juggling Numbers • When including different attributes for characters, we might want to shift the different attributes to balance their power. • We can do this be imagining an RPG game with different classes. • Each class has three states, Power, Speed and Endurance. Character Power Speed Endurance Berserker High Medium Medium Archer Medium High Low Paladin Low Low High Juggling Numbers • Let us try to define each of the values for the three attributes as numbers. • In this case, low = 1, medium = 2 and high = 3. • The new table with the added values can be seen below:
Character Power Speed Endurance Total
Berserker High (3) Medium (2) Medium (2) 7 Archer Medium (2) High (3) Low (1) 6 Paladin Low (1) Low (1) High (3) 5 Juggling Numbers • We can see that the Berserker type character has the highest stat distribution out of the three. • The Paladin is also the weakest with the lowest total stats. • We can try to balance this be adjusting the stat values to be equal. Character Power Speed Endurance Total Berserker High (3) Low (1) Medium (2) 6 Archer Medium (2) High (3) Low (1) 6 Paladin Low (1) Medium (2) High (3) 6 Juggling Numbers • Another method is to introduce “multipliers” for certain stats or classes. • For example, giving the paladin twice as much defense to compensate for low speed and power. • The multipliers don’t have to be equal for all classes. Character Power Speed Endurance Total Berserker Very High (6) Medium (2) Medium (2) 10 Archer High (3) Very High (6) Low (1) 10 Paladin Low (1) Low (1) Very High (8) 10 Juggling Numbers • The previous two examples now have balanced stats for all characters in theory. • The only way to confirm this is by playtesting the game. • If by playing the game, we find that the gameplay is roughly fair, then our model is good. • If we find a class is losing too often or feels underpowered, we will need to change our model and try again. Rock, Paper, Scissors • One way to balance elements for fairness is to make sure that each element has both a strength and weakness. • This strength and weakness is against other elements in the game. • The most straightforward example of this is Rock, Paper, Scissors where: • Rock breaks scissors • Scissors cuts paper • Paper covers rock Rock, Paper, Scissors • In this case, none of the elements can be overpowered, because they are overpowered by another element. • This is a simple way to ensure every game element has both strengths and weaknesses. • Take note that this does not guarantee perfect balance for your game. Balance vs. Success Game Balance The Flow Channel • Before talking about balance, let us discuss the concept of the flow channel. • The flow channel is the state in which you are focused and invested in an activity, such as playing a game. • When a player first starts playing a game, they will be exploring new content but will also have trouble in the game. • This can be described as the anxiety of the player. • If the player gets too strong and the game no longer represents a challenge, this will instead increase their boredom. The Flow Channel • The state between anxiety and boredom is the flow channel. • This is when the skill level of the player matched the challenges that is given to them. • This will motivate the player to play the game and invest themselves into the game world. • This can be difficult to achieve as the player’s state is always fluctuating. The Flow Channel • As the player gets more skilled, they become more bored. • As the player gets more challenge, the more anxious they become. • Ideally, we should try to achieve a balance, as seen on the figure below: The Flow Channel • This will keep the player in the “zone” for longer and have them invested in the game. • Even better, we can have a flow channel which flows like this as well: The Flow Channel • Having a “wavy” flow channel will feel much more interesting for the player. • It will become a cycle of increasing challenge, followed by rewards, which gives an easier period of less challenge. • After a while, the challenge will increase again. • This can make the gaming experience interesting for the player. Balance vs. Success • Make sure that the player stays in the flow channel is one of the objectives of balancing the game. • This can be difficult since players may have all different levels of skill. • What one player finds difficult can be easy or boring to another, and vice versa. • Many games attempt to remedy this with different systems, such as difficulty levels, MMR, ranks, level caps and others. Balance vs. Success • Some techniques to help us balance a game are the following: • Increase difficulty with each success • This is a very common pattern in games with each level being harder than the last. • Players build their skill to complete a level, after which their skill is tested with a greater challenge. • Let players get through easy parts fast • Allow skilled players to clear easy levels faster to get to the harder content in the game. • Less skilled players can take their time clearing the easier levels so that they will not only feel challenged but also build up their skill level. • This allows each player to get to a part of the game that is a challenge. Balance vs. Success • Some techniques to help us balance a game are the following: • Create “layers of challenge” • A common game mechanic is giving a level grade for a level such as “A”, “B” or “C”. • This be encouraging for new players if they get a “B” for a particularly hard level for example. • This can then be used to challenge the player by beating all levels with an “A”. • Let players choose the difficulty level • You can have your player select the difficulty level they would play at when they start the game. • This may require you to balance different levels of the game if you have multiple difficulties. Balance vs. Success • Some techniques to help us balance a game are the following: • Playtest with a variety of players • A good practice is to test the game with both skilled and new players to get both perspectives on how they play and enjoy the game. • This ensures that the game is not too easy for skilled players and isn’t too difficult for new players. • Give the losers a break • Provide some way for players on the “losing” side of a game to catch up so that they do not fall further and further behind. • This helps keep losing players engaged as they know that they still have a chance at some sort of comeback. • Winning players also do not become complacent because they know their opponent could catch up at any moment. Balance vs. Success • A common practice that game designers do is to make later levels in game very difficult to beat. • This may provide a challenge to players, but it can also cause them to outright quit the game in frustration. • This can cause them to stop playing your game and move on to other games instead. • This method does work for some games such as MMORPGs which require multi-player raids to clear end game content. Balance vs. Success • Another thing to keep in mind is that learning to play a new game is a challenge. • This is why the first few levels of a game are usually quite easy as the player is already challenged understanding the controls. • Additionally, early successes can build a player’s confidence early on. • This confidence can then push them to complete the harder content of the game. Meaningful Choices Game Balance Meaningful Choices • Meaningful choices for a player lead them to ask themselves questions, such as the following: • Where should I go? • How should I spend my resources? • What should I practice and try to perfect? • How should I dress my character? • Should I try to get through the game quickly or carefully? • Should I focus on offense or defense? • What strategy should I use in this situation? • Which power should I choose? • Should I play it safe or take a big risk? Meaningful Choices • A good game gives the player meaningful choices. • These choices should have a real impact on what happens next and how the game turns out. • It is easy to end up offering meaningless choices to the player. • An example of this is offering many cars to choose from in a racing game, but all the cars have no noticeable differences. • It also goes in the reverse, which offering choices that have an impact but are useless to the player. Meaningful Choices • When players are given choices, but one of them is clearly better than the others, this is called a dominant strategy. • If you find that your game has a dominant strategy, you much rebalance to game to no longer make the strategy dominant. • When a game is initially developed, dominant strategies are common, but these are balanced out through development. • When balancing a game, you should then take a second look to see how the new strategies play out. Meaningful Choices • Micheal Mateas is a professor who spearheaded the Game Design Degree for the University of California. • He pointed out that the number of choices a player seeks is dependent on the number of things they desire: • If choice > desires, then the player is overwhelmed • If choices < desires, the player is frustrated • If choices = desires, the player has a feeling of freedom and fulfillment. • This is important to keep in mind when deciding how many choices to give the player. Meaningful Choices • In some situations, the player only wants a small number of meaningful choices, such as choosing a path in a road to take. • Other times, they may want many choices, such as when choosing the clothes for their character. Triangularity • One common decision players make is whether to play it safe and go for a small reward or take a big risk for a big reward. • This can be thought of as a triangularity. • The player is one point in the triangle, the low-risk choice is the second point, and the high- risk choice is the third. Triangularity • There are many examples of these in many games. • One game which makes use of triangularity quite well is Mario Kart. • This game has multiple low- risk and high-risk choices with appropriate choices. Triangularity • This game requires you to make many meaningful choices in a single match: • Manual or automatic? • Kart or bike? • Grab power-ups? • Use power-ups? • Keep the power-up? • Use speed boost pads? • Hit the gas early? • Left or right? Skill vs. Chance Game Balance Skill vs. Chance • We discussed the concepts of skill and chance in the previous lecture. • These are two opposing concepts in game design, as too much of one will negate the other. • You can focus on one mechanic depending on the type of game that you are creating. • For example, if you are creating a fighting game, the focus will heavily be on the skills of the player. • If you are creating a party game, a higher degree of randomness can be fun for the players. Skill vs. Chance • One common method of balancing these is to alternate the use of chance and skill in a game. • An example of this is in RPGs. • You make use of skill to defeat the enemy boss. • Chance comes in when deciding what rewards, you will get from the quest. Head vs. Hands Game Balance Head vs. Hands • This is concerned with the physical and mental aspects of your game. • How much challenging physical activity should be placed in the game, such as steering, throwing, or pushing buttons? • How much thinking and puzzle solving should be involved in the game? • You can alternate between the two types of game play for variety. Head vs. Hands • A game can have intense physical activity, say during action sequences or intense scenes. • It can require the player to physically exert effect to complete tasks or overcome the challenges of the game. Head vs. Hands • It can also have portions where the player will have to think things through. • This can involve puzzle solving, critical thinking, decision making and strategic planning. Competition vs. Cooperation Game Balance Competition vs. Cooperation • Competition and cooperation are common human traits. • Games can provide a way for us to explore how people behave in stressful situation, how they cooperate and compete. • Generally, competitive games are much more common than cooperative games. • Some games allow for both playstyles to be made available to the player. Competition vs. Cooperation • Some examples of competitive games are multiplayer games. • These are usually in the form of FPS games, MMORPGs, fighting games, racing games and so on. Competition vs. Cooperation • Cooperative games on the other hand usually come in the form of co-op games. • These allow a group of players to clear a game together, usually fighting against the A.I. of the game. Competition vs. Cooperation • Many multiplayer games these days make use of both, with some good examples being battle royale games and FPS games. • These have “squads” of players cooperating to compete with other squads in a match. Short vs. Long Game Balance Short vs. Long • One important concept to balance in every game is the length of the gameplay. • If the game is too short, players may not get a chance to develop and execute meaningful strategic actions. • If the game is too long, player may get bored, or avoid the game due to the time commitment required. • Depending on the “rules” that are set in game, they can be extended or shortened by the player. Short vs. Long • The main factors that affects when a game ends are win or lose conditions. • By altering these conditions, you can dramatically change the length of the game. • A great example of this is battle royale games, which uses a “field” to decrease the playable area on the map. • This makes it so players will not just camp in one spot for the entire game’s duration. Short vs. Long • While this method is not perfect and can sometimes be exploited in certain ways, it is a way to set time limits in a game. • This not only helps manage game time but also encourages players to be more active in the game. Rewards Game Balance Rewards • Rewards are a simple way for a game to tell a player they have done well. • These are some ways you can reward your players: • Praise • Points • Prolonged play • Gateways • Spectacle • Expression • Powers • Resources • Status • Completion Rewards • These are the common types of rewards we can give to players: • Praise • The game simply tells you that you did a good job. • This is usually done via animation, sounds or special effects. • Points • The points usually does not directly affect the gameplay but provides a measure of success for the player. • The points can be used as the basis for additional rewards. • Prolonged Play • This is extra lives or extra time that is given to the player in a time-based game mode or a game with limited lives. • This is also seen in the “energy” systems of many mobile games today. Rewards • These are the common types of rewards we can give to players: • Gateways • This reward is in the form of new areas to explore. • This can also be in the form of new content or mechanics to unlock. • Spectacle • These are usually cutscenes which are meant to be visually appealing to the player. • These are paired with other rewards. • Expression • These are cosmetic rewards which don’t affect gameplay but allow the player to customize their avatar or express themselves. • Examples of these are emoticons, chat icons, costumes, etc. Rewards • These are the common types of rewards we can give to players: • Powers • This reward is in the form of new powers and abilities for the player. • This will allow the player to use new skills and gameplay mechanics which can make them feel stronger. • Resources • This is one of the most common types of rewards, such as in game currency, items, equipment, ammunition, health, magic, stamina and so on. • These allow the player to upgrade themselves or purchase items to enhance their gaming experience. Rewards • These are the common types of rewards we can give to players: • Status • This reward is in the form of leaderboards, titles, special achievements and other rewards which can be shared with other players. • This is quite common in competitive games. • Completion • This can be considered a common reward in many games, reaching the “end” of the game and concluding the story or plot of the game. • This can also be in the form of getting all achievements or unlockable content in the game. Balancing Rewards • You can mix and match these rewards to create different reward systems for the player. • If you reward the player with points for example, you can then give them resources after reaching a certain number of points. • You can also provide a special item, a resource, with grants the player hidden abilities, a power. • You can mix and match these rewards to provide the player with different options. Balancing Rewards • When balancing rewards, the general rule is that the more types of rewards you can work into your game, the better. • One thing to keep in mind is that people tend to get used to rewards the more they receive them. • This means that a big rewards an hour ago might become common or expected now. • A simple method to address this is to increase the value of rewards as the player progresses in the game. Balancing Rewards • Another thing to keep in mind is using variable rewards and fixed rewards. • Generally, variable rewards provide more excitement and interest for the player over fixed rewards. • If the player expects to get a reward, then it will dimmish the effectiveness of the reward. • If the player is surprised by the type of reward or the frequency, then they are more likely to appreciate it. Punishment Game Balance Punishment • The idea of punishment may initially sound counterintuitive, as the basic purpose of games is to have fun. • Punishment can be used to increase the enjoyment that players get from games. • Here are some reasons games might punish players: • Punishment creates endogenous value • Taking risks is exciting • Possible punishment increases challenge Punishment • Let us take a closer look at how a game might punish players: • Punishment creates endogenous value • Resources in a game are worth more if there is a chance they can be taken away. • Taking risks is exciting • If the potential rewards are balanced against the risks, then this will encourage some players to take risks to get better rewards. • The bigger risks should also come with bigger punishments or drawbacks. • Possible punishment increases challenge • When failing means a punishing setback in a game, the motivation to succeed increases. • Increasing the punishment that comes with failure can be one way to increase the challenge. Punishment • Here are some of the common types of punishment used in games: • Shaming • The opposite of praise, this is simply the game telling you that you are doing a bad job. • This can also make use of discouraging animations, sound effects, and music. • Loss of points • This is applicable for games which have points but is generally not practiced. • Points that cannot be taken away are much more valuable. • Shortened play • This includes penalties such as losing lives or losing playtime. Punishment • Here are some of the common types of punishment used in games: • Terminated play • Simply put, a game over. • Setback • This is used when a player is returned to a checkpoint after death. • Removal of powers • This is a delicate feature to add, it can be added in terms on weakened powers to temporarily disabled powers. • Resource depletion • Loss of money, items, equipment, health and other consumables fall into this category. Punishment • Generally, rewards are better than punishment. • You can try looking at turning punishments into rewards to better encourage players. • Do take note that it is crucial that all punishment in the game is for things that the player is able to understand and prevent. • When punishment feels random and unstoppable, it makes the player feel a complete lack of control. • If the player starts calling the game “unfair”, then it will be very hard to regain their interest. Freedom vs. Controlled Experience Game Balance Freedom vs. Controlled Experience • Games are interactive, and the point of interactivity is to give the player control over their experience. • It is not necessarily a good idea to give the player control over all the content in your game. Freedom vs. Controlled Experience • You sometimes need to cut out boring, complex, or unnecessary decisions and actions. • One kind of game balance that every designer must consider is where to give the player freedom and how much to give. Simple vs. Complex Game Balance Simple vs. Complex • Simplicity and complexity of game mechanics can seem very paradoxical. • Calling a game simple or complex can both seen as a compliment and a criticism. • To make sure that your game hits the positive side of these two concepts, you will need to balance the two. • There are two types of complexity that shows up in games. Innate Complexity • Innate complexity refers to when the rules of the game get very complex. • This generally arises when you are trying to simulate a complex real-world situation. • This also occurs if extra rules need to be added to a game to balance it. • Games like this can be hard to learn, but some people really enjoy mastering the complex rulesets. Innate Complexity • Innate complexity can help you simulate a real-world situation, such as re-creating a historical battle. • This can also help with balancing your game. • This can also help enhance emergent complexity. Emergent Complexity • Emergent complexity is similar in concept to emergent actions. • The idea here is to create a simple ruleset out of which emerges complex strategies created by players for a game. • If a game can achieve emergent complexity, people will be more likely to play and replay that game. Natural vs. Artificial Balancing • Adding innate complexity to balance a game can backfire on the game designer. • Adding too many rules to balance the game is called artificial balancing. • Natural balancing comes when a desired effect arises naturally from interactions in a game. • An example of this is Space Invaders, which has a simple rule – the invaders adhere to a simple rule: • The fewer the invaders are, the faster they go. Detail vs. Imagination Game Balance Detail vs. Imagination • Games do not have to have detailed content in every part of the game. • Games should provide some level of detail but leave it to the player to fill in the rest. • Deciding exactly what details should be provided and which should be left to the player’s imagination is a type of balance. • Some guidelines for how to achieve this are discussed in the next set of slides. Detail vs. Imagination • Here are some ways to provide balance for detail and imagination: • Only detail what you can do well • If there is content in the game that you can present in lower quality than you players will be able to imagine, then go for that option instead. • You can use these in scenery, environment, cutscenes and so on. • Give details the imagination can use • Provide details or real-world references to provide a foundation for the player’s imagination. • This can help players fill in the gaps of various aspects of your game such as the lore, the story or even the mechanics. Detail vs. Imagination • Here are some ways to provide balance for detail and imagination: • Familiar worlds do not need much detail • In line with the previous point, you can make a game world that is like existing environments in the real world, past or present. • Use the binocular effect • This refers to providing detailed introductions or showcases for characters or elements in the game. • The game can then switch to simpler designs or models. • Give details that inspire imagination • Give players scenarios that they can easily imagine on their own. • This can be thought of as “roleplaying” on the part of the player.
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