1 Balance Game design 2 Balance Dominant strategy Balance (In)transitive relations (A)symmetric balance Feedback loops Player balance Level design 3 What is balance? Difficulty = • … • Uncertainty • … A balanced game retains uncertainty to retain difficulty 4 What is balance? The game should be balanced to keep the game challenging. Uncertainty should be preserved. ● Balance to retain uncertainty Other unrelated uses of the term “balance”: ● ● ● The balance between difficulty and skill to achieve flow A broader sense, for example: the narrative and gameplay are in balance The balance between uncertainty and fairness 5 Balance This lecture focuses on the balance between two (or more) competing powers ● Two human players ● One human player and one AI player ● More human/AI players 6 Fairness Balance is not the same as fairness! Balance is about more than fairness ● Imagine a game where the rules almost always force a draw Fairness requires more than balance ● Imagine a game which relies for 90% on chance 7 Imbalance Balance retains uncertainty Examples of imbalance: ● ● One player (type) has a structural advantage over another One strategy has a structural advantage over all other strategies ○ ● ● ● Dominant strategy A losing player has no chance of catching up A better player cannot win … 8 Players When a novice player competes against an expert, is the game imbalanced? ● It is certain that the expert will win ● So balance also depends on the players? Balance also depends on the player skill level ● Not always controllable by the game designer ● Later more on this 9 Players Initial choices Example: ● ● At the start of a game, the players choose a character class Some classes turn out to be weak, others strong The game seems to be imbalanced ● ● But what if everyone chooses strong classes? The game is suddenly balanced? Balance also depends on in-game choices We focus on choices intended to give equal winning chances 10 Summary Balance between two powers ● To retain uncertainty who will win Important criteria ● ● No player type/strategy has a structural advantage A losing player should still have a chance to catch up, while the better player can also win Player skill and in-game choices also affect balance 11 Balance Dominant strategy Balance (In)transitive relations (A)symmetric balance Feedback loops Player balance Level design 12 Dominant strategy Term from the economic field “game theory” ● A strategy which is objectively the best strategy in this scenario A “strategy” in this sense dictates all choices ● Like an algorithm Drains all strategic uncertainty from the game ● Just about executing the dominant strategy 13 Example Modification of Tic Tac Toe: ● The first player determines the first move of the opponent There is a strategy where the first player always wins ● This strategy is a dominant strategy ● It is the worst kind of dominant strategy, it guarantees winning 14 Dominant strategy A dominant strategy can reduce choice ● E.g. only 3 out of 8 classes are sensible to choose Or totally remove choice ● One strategy guarantees winning 15 Example An early rush in RTS games can be a dominant strategy ● Can we design something to fix this? 16 Example: turtling 17 18 Dominant strategy Basketball It was possible to delay the game until the time ran out Few points ahead? Keep the ball! Not the worst kind of dominant strategy: The team needs an advantage first 19 Avoiding dominant strategies Dominant strategy ● A strategy which is the best strategy, regardless of other options Instead, the strategy should always depend on the strategy of the opponent ● The losing player should be able to escape the loss by changing to a good strategy 20 Balance Dominant strategy Balance (In)transitive relations (A)symmetric balance Feedback loops Player balance Level design 21 Transitive relation A transitive relation is a mathematical concept If (A,B) and (B,C) then (A,C) is also true 22 Transitive relation In game design terms: ● A, B and C are strategies/units/class/etc. ● If A beats B and B beats C, then A also beats C Why would we ever want to choose B (or C)? ● We’ll always choose A, which is the dominant strategy 23 Transitive relation Transitive relations should be avoided ● They result in useless strategies/units ● And can result in dominant strategies 24 Intransitive relation The opposite of a transitive relation is an intransitive relation ● If A beats B and B beats C, then A does not beat C 25 Intransivity Example: Rock, paper, scissors Literal implementation of intransitivity 26 Rock, Paper, Scissors Does this mean rock, paper, scissors does not have a dominant strategy? ● Each choice has an equal chance of winning ● We don’t know the opposing move 27 Rock, Paper, Scissors Intransivity can be expanded For example: 28 Rock, Paper, Scissors You can also take it too far… 29 Intransivity Example ● Can you spot any transivities? 30 Intransivity Example ● Can you spot any transivities? ● Cavalry and heavy infantry! 31 Intransivity Example ● Can you spot any transivities? ● Cavalry and heavy infantry! 32 Intransivity Example ● Can you spot any transivities? 33 Intransivity Example ● Can you spot any transivities? ● Sniper! (But not the tank!) 34 Intransivity Example ● Can you spot any transivities? 35 Intransivity Actually there are much more factors ● Production cost/time, movement/reload speed, … ● These are all (over)simplified into one arrow 36 Intransivity Increase in complexity can result in less transivity ● More likely that there is a scenario where a unit is useful ● But it’s also more difficult to check 37 Example In a racing game with multiple cars to choose from ● Three types: slow, medium, fast They form a transitive relation! Oh no! 38 38 Example Three types cars form a transitive relation To counter this, they need a different property ● For example: acceleration, handling, … 39 39 Intransivity Intransivity is a way to model balance in a game Disclaimer ● Simplified representation ● Usually it is only a model ○ Not a mathematical proof of balance ○ Most games are too complex ■ Real-time (instead of turn-based) ■ Psychological factors 40 Balance Dominant strategy Balance (In)transitive relations (A)symmetric balance Feedback loops Player balance Level design 41 (A)symmetric balance Intransivity is a method to analyze balance (A)symmetric balance are types of balancing between players ● Symmetric balance ● Asymmetric balance 42 Symmetric games Same set of rules for both players ● Both players have the same opportunity to win ● But dominant strategies can occur Easier to balance ● But can be(come) boring to play ○ Why is that? ○ The system is usually less complex, thus less uncertainty 43 Symmetric games Examples: ● Tic Tac Toe ○ What about the first turn? ● Chess ○ What about the first turn? ● Rock, Paper, Scissors ○ Does it have asymmetric components? ● Civilization ○ The player invests in a strategy. When two players invest in a different strategies, is the game asymmetric? Symmetric games usually have asymmetric aspects 44 Asymmetry Not the same set of rules for both players Different types of asymmetry ● The players choose a type/class/race at the start ○ But have the same goal ● The players have different goals ○ And thus play (slightly) different games 45 (A)Symmetry There are usually both symmetric and asymmetric aspects in a game Identify both symmetric and asymmetric aspects for the following games 46 A racing game Team Capture the Flag Asymmetry Asymmetry can be created by varying attributes such as speed/strength/… ● For example: Oblivion ○ ● Each race has different attribute modifiers Still a lot of symmetry 49 Asymmetry Asymmetry can also be created by assigning unique properties to types/classes ● For example: Team Fortress or Overwatch ○ Every character has truly unique moves ● Also called orthogonal unit differentiation 50 Asymmetry Can you think of a 100% asymmetric game? 51 Asymmetric balance Asymmetry requires balance to retain uncertainty Does symmetry require balance? ● Not a balance of powers, but a balance of strategies. To prevent a dominant strategy. 52 Balancing asymmetric games Balancing asymmetry can be difficult ● Especially when complexity rises For example: A fighting game with 12 unique characters ● There are 12*12 = 144 different combinations to balance! 53 Balancing asymmetric games Balancing asymmetry requires testing and iteration ● A lot of testing and iteration! Usually too complex for mathematical verification or simulated testing 54 Dominant strategies Symmetric balance ● Can have dominant strategies ● But the other player can copy it Asymmetric balance ● More prone to dominant strategies ● And also the worst kind of dominant strategies ○ For example when one class is stronger than the others 55 Fairness Symmetric balance ● Usually feels fair ● Both players have the same possibilities Asymmetric balance ● Can easily feel unfair ● Is the other player better or is the game imbalanced? 56 Balance Dominant strategy Balance (In)transitive relations (A)symmetric balance Feedback loops Player balance Level design 57 Feedback loops Has nothing to do with player feedback! ● Which is about communicating the game state A feedback loop is a type of rule system ● The output affects the input again 58 Machinations Machinations are interactive diagrams which formalize abstracted game rule systems By Joris Dormans Visualizes rule-systems in games nicely ● For example feedback loops 59 Machinations Example machination 60 Machinations Basketball ● Represents tactics and skill as a simple chance to score 61 Positive feedback loop Positive feedback loop in basketball ● Winning team gets more players 62 Positive feedback loop Positive feedback loop in basketball ● With equally skilled teams 63 Positive feedback loop Enlarges the difference ● More likely to lead to a definitive winner More difficult for the losing team to recover ● Reduces uncertainty Rewards success 64 Negative feedback loop Negative feedback loop in basketball ● Losing team gets more players 65 Negative feedback loop Reduces the difference ● Encourages the losing team recover More difficult to get a winner ● Can be problematic in games without score ○ Such as RTS games ● Increases chances of a tie or stalemate 66 Different example Gaining experience in an RPG ● What kind of feedback loop is this? 67 Gaining experience in an RPG Positive feedback loop ● Spirals quickly out of control ● The player becomes extremely powerful Balance with a negative feedback loop ● Experience becomes more difficult to obtain ● Enemies level with you 68 Examples Identify feedback loops for a game ● Positive feedback loops ● Negative feedback loops 69 70 Balance Dominant strategy Balance (In)transitive relations (A)symmetric balance Feedback loops Player balance Level design 71 Player skill At the start we noted that balance also depends on player skill ● Ignored so far Important issue in many games ● Especially online multiplayer games 72 73 Player skill A (large) difference in player skill removes uncertainty ● The experienced player always wins ● Loss is certain for the novice player Online communities have a lot of skill difference ● Veterans playing since the start ● Novices who have just begun 74 Balancing for player skill Separate players of different skill levels ● Match players depending on skill ○ Using some sort of ranking score ○ Can be manipulated by creating a new account ● Restricted beginner areas ○ Used in MMORPGs 75 76 Balancing for player skill Create powerful options for novice players ● ● With a large chance factor for success Keeps players encouraged Other example ● Button bashing in fighting games Pitfall: Players may not try other approaches to win and won’t learn ● players should be encouraged to explore other options 77 Summary 78 Balancing summary ● Balance is about preserving uncertainty ○ Symmetric and asymmetric aspects influence balance differently ● Dominant strategies should be avoided ○ Modelling transivities can help to detect them ● Feedback loops can help preserving uncertainty ● Balance for differing player skill ○ In multiplayer games 79 TODO’S Assignment 3.1 – Analysis Deadline March 16 before 23.59 Assignment 2.3 – prototype ● ● Meet with your tutor today Discuss planning! 80 81
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