Lecture 1 CS172: Game Design Studio III UC Santa Cruz School of Engineering www.soe.ucsc.edu/classes/cmps171/Winter2010 [email protected] 8 April 2010 Final steps for completing game Must create a website for your game hosted at UC Santa Cruz Will be set up in course webspace Final website should include Description of game with screenshots Video demo of game (also posted to youtube) Game executable We will also check SVN repository to ensure all intermediate deliverables are checked in UC SANTA CRUZ Team Management Make sure you set up regular team meeting times for this quarter Don’t forget to use the team assessment tool to rate yourself and team members weekly Remember, you should know what everyone is doing because you’re scrumming regularly You should be playtesting regularly (at least once a week, if not more) UC SANTA CRUZ Completeness and Balance A big focus this quarter will be ensuring your game is internally complete and balanced A game is internally complete when you’ve made sure your rules don’t have loopholes or undesirable emergent properties A dead-end is a special case of undesirable emergent. This is a game state where the player is stuck and can make no further progress. Balancing a game For single player games, means adjusting rules and tuning parameters to create a well-paced challenge curve For multi-player games, it means adjusting rules and tuning parameters to ensure a fair challenge between players UC SANTA CRUZ Loophole example #1 Consider a multi-player FPS with the following rule “When a player is killed, they respawn at a known spawn point” What’s the potential loophole or undersireable emergent? UC SANTA CRUZ Spawn Camping UC SANTA CRUZ Potential spawn camping solutions Number of spawn points equal to number of players in game Pro: Players will always have at least one safe spawn point Con: Arena maps must be designed for a specific number of players Force field surrounds spawn point. Spawning player can shoot and move outward through it. Force field is time limited. Pro: Players are safe when first spawn and have a chance against a single camper Con: Multiple campers can still wait nearby Players spawn on randomly generated locations Pro: Eliminates ability to camp at known spawn points Con: Adds element of luck to system Don’t fix this – it’s a feature, not a bug Pro: Some players see spawn camping as part of the game. Forces players to fight for choice camping spots. Con: Other players are extremely frustrated by spawn camping. UC SANTA CRUZ Loophole example #2 UC SANTA CRUZ Loophole example #3 UC SANTA CRUZ Loophole example #4 UC SANTA CRUZ Player killer solutions Ultima Online: Reputation system – player killers are given red name banners and designated as “dishonorable”. Player killers immediately recognizable. Ultima Online: Invincible guards at town gates that will kill player killers. Player killers relegated to outlaw existence and one town (Buccaneer’s Den). Asheron’s Call: Fellowship and allegiance system cooperating more rewarding and fun. Asheron’s Call: By default player’s can’t kill each other. Player’s can worship at a special altar to become player killers. Player killers can only attack each other. Everquest (and many other MMOs): Specific servers for player killers. UC SANTA CRUZ Suggestions for finding loopholes Set up specific control situations to force testers into situations they might otherwise avoid Do series of playtests where you instruct testers to specifically look for ways to disrupt the system, for ways to creatively get ahead Cultivate a team of expert playtesters who love finding alternative or subversive solutions UC SANTA CRUZ Four areas of game system balancing Variables Dynamics Starting conditions and objectives Skill UC SANTA CRUZ Variables Games have many parameters Map size Avatar speed Avatar size Weapon power Block size … You’ll need to do a lot of tweaking of your variables, first among yourselves, then with playtesters, to tune your experience This means you have to have a clear picture of the experience you’re trying to create UC SANTA CRUZ Dynamics Avoid reinforcing relationships, in which the stronger player is rewarded over and over until they win Don’t want a feedback loop in which a single success leads to dominance Weaker player should have some chance of coming back At the end of the game the scales need to tip – let them tip dramatically Avoid dominant objects Should have rock-paper-scissors relationship between game objects There can be indirect, asymmetric relationships, like Warcraft IIs bloodlusted ogres vs. human healing Avoid dominant strategies UC SANTA CRUZ Balancing starting positions and capabilities Balance starting positions and capabilities to give each opponent an equal chance of winning For symmetric games, get rid of first mover advantage Length Strength of pieces Luck UC SANTA CRUZ Asymmetric example: Soul Caliber II UC SANTA CRUZ Asymetric example: C&C Generals UC SANTA CRUZ Asymmetric objectives Ticking clock Protection Individual objectives UC SANTA CRUZ Balancing for skill Multiple skill levels corresponding to different parameter settings Dynamic balancing Balancing computer controlled enemies UC SANTA CRUZ Balancing techniques Expose your paramters If you have a list, you can think about them explicitly Modular design of game systems Clean interactions between game systems Purity of purpose Every component of game has a single, clearly defined purpose One change at a time UC SANTA CRUZ
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