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Page 1: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Balance2/25/16

Page 2: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Twelve Types of Game Balance

Page 3: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

#1 Fairness

Page 4: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Symmetry

• The simplest way to ensure perfect balance is by exact symmetry

• Not only symmetrical in weapons, maneuvers, hit points etc., but symmetrical in level (i.e. no player starts with a better position)

• Although fair, it is often uninteresting

Page 5: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Symmetry

• Symmetric maps would look unrealistic, and is a too obvious solution to equalize the odds

• Better to have a level which is functionally symmetrical, but not obviously

• Have players be flanked by different geographical barriers, needing different units to proceed.

• The most difficult (but best!) solution is to give each player different choices, but giving them the same chance to succeed

Page 6: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Symmetry• If players are able to choose their starting

positions, then you don’t want any position on the map to have an overwhelming advantage

• Most general solution in this scenario is to avoid making the initial setup important

• E.g. there’s resources everywhere!

Page 7: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Why Go Asymmetric?

• To simulate a real-world situation

• To give players another way to explore the playscape

• Personalization

• To level the playing field

• To create interesting situations

Page 8: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Plane Speed Maneuverability Firepower

Piranha Medium Medium Medium

Revenger High High Low

Sopwith Camel Low Low Medium

Page 9: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Plane Speed Maneuverability Firepower Totals

Piranha Medium (2) Medium (2) Medium (2) 6

Revenger High (3) High (3) Low (1) 7

Sopwith Camel Low (1) Low (1) Medium (2) 4

Page 10: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Plane Speed Maneuverability Firepower Totals

Piranha Medium (2) Medium (2) Medium (4) 8

Revenger High (3) High (3) Low (2) 8

Sopwith Camel Low (1) Low (1) Medium (4) 6

Page 11: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Plane Speed Maneuverability Firepower Totals

Piranha Medium (2) Medium (2) Medium (4) 8

Revenger High (3) High (3) Low (2) 8

Sopwith Camel Low (1) Low (1) High (6) 8

Page 12: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Intransitive Relationships

• transitive, adj. - being or relating to a relation with the property that if the relation holds between a first element and a second and between the second element and a third, it holds between the first and third elements

• intransitive, adj. – not transitive (boom!)

Page 13: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Intransitive Game Mechanics

• Consider a fighter game with three main attacks. Forward kick, stomp, and leg sweep

• Leg sweep beats forward kick • Forward kick beats stomp • Stomp beats leg sweep

Page 14: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Intransitive Game Mechanics

• Against an AI that chooses randomly, you can equal its score by continually executing one move (e.g. leg sweeps). You will win, lose, and draw 1/3 of the time

• A human opponent would recognize this behavior, and adapt by using more stomps, which would force me to use more forward kicks, etc.

Page 15: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

The Interaction Matrix Leg Sweep Forward Kick Stomp

Leg Sweep 0 +1 -1

Forward Kick -1 0 +1

Stomp +1 -1 0

• Shows payoff for playing a maneuver vs. your opponent’s maneuver

• Game is zero-sum

Page 16: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Odd-Number Intransitive Relationships

Samurai Shugenja Ashigaru Archer Ninja

Samurai 0 +1 +1 -1 -1

Shugenja -1 0 +1 +1 -1

Ashigaru -1 -1 0 +1 +1

Archer +1 -1 -1 0 +1

Ninja +1 +1 -1 -1 0

Page 17: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Or…Samurai

Shugenja

AshigaruArcher

Ninja

Page 18: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Even-number Intransitive Relationships

Archer Warrior Barbarian Sorcerer

Archer 0 +1 -1 0

Warrior -1 0 +1 +1

Barbarian +1 -1 0 -1

Sorcerer 0 -1 +1 0

Some players find this asymmetry appealing, since the player doesn’t merely have to learn a cyclical pattern of win-lose

relationships

Page 19: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Or…Archers

Sorcerers

Barbarian Warrior

=

Page 20: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 21: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 22: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 23: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 24: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 25: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

The Interaction Matrix Leg Sweep Forward Kick Stomp

Leg Sweep 0 +1 -1

Forward Kick -1 0 +1

Stomp +1 -1 0

• Shows payoff for playing a maneuver vs. your opponent’s maneuver

• Game is zero-sum

Page 26: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

What if the Costs were Different?

• Suppose a stomp costs 3 points, a forward kick costs 2 points, and a leg sweep costs 1 point

• Also suppose that by beating your opponent, you gain 5 points, and you lose 5 points if you are defeated

• The net payoff matrix now becomes…

Page 27: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Net Payoff Matrix Leg Sweep Forward Kick StompLeg Sweep 0 +6 -3Forward Kick -6 0 +6Stomp +3 -6 0

Thus, if I choose leg sweep and you choose stomp, you spend 3 points and I spend 1 point, meaning the

difference is +2 points in my favor. But because stomp beats leg sweep, I lose 5 points, netting me -3

Page 28: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Finding the Ratio of Use

• We’ll call the net payoff for using each move Lp, Fp, Sp. We’ll call the respective frequencies Lf, Ff, Sf. Thus, the net payoff for using the leg sweep is:

• Lp = (0 x Lf) + (6 x Ff) + (-3 x Sf) • These values are taken from the net payoff

matrix Leg Sweep Forward Kick Stomp

Leg Sweep 0 +6 -3

Forward Kick -6 0 +6

Stomp +3 -6 0

Page 29: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

The EquationsLp = 6Ff - 3Sf

Fp = 6Sf - 6Lf

Sp = 3Lf - 6Ff

Since it’s zero sum:

Lp + Fp + Sp = 0

Since we’re looking for the equilibrium:

Lp = Fp = Sp = 0

Page 30: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

The Equations

• Solving gives us the ratio

Lf : Ff : Sf = 2 : 1 : 2 • What this means is that for the game to reach equilibrium,

the leg sweep and stomp need to be used 40% of the time, while the forward kick is used 20% of the time

• This isn’t immediately obvious, hence the need to do the math

• If one option is expensive, often the other options are most affected

Page 31: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 32: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Win Rate

Page 33: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Win Rate

Tier Lists

Page 34: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Play FrequencyWin Rate

Tier Lists

Page 35: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Play Rates Win Rates

Page 36: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

“C.Viper beats Akuma in 60% of fair, high-skill games”

Character strength?

Page 37: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Terran Protoss Zerg

Terran 50% 59% 56%

Protoss 41% 50% 47%

Zerg 44% 53% 50%

36%

34%

30%

Page 38: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 39: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 40: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 41: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 42: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 43: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 44: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

https://github.com/blinkity/metagame

Page 45: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Death Knight

General Blood Boil, Blood Plague, Death Coil, Death and Decay, Frost Fever, and Soul Reaper damage has been increased by 10%. Frost Frost Strike, Howling Blast, and Obliterate damage has been increased by 10%. Unholy Festering Strike, Necrosis, and Scourge Strike damage has been increased by 10%. Talents Defile and Necrotic Plague damage has been increased by 10%.

Page 46: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 47: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 48: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 49: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

• Positive feedback occurs when a player’s achievement changes the game state, making future achievements easier

• Benefits of positive feedback

• Discourages a stalemate

• Rewards success

Understanding Positive Feedback

Page 50: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Controlling Positive Feedback

• Increase Luck

• Often at the cost of strategic thinking

• Let other players collude against leader

• Diplomacy

• Only works with 3 or more players

• Define victory in non-numeric terms

• Taking a chess piece is positive feedback, but victory is not defined by number of pieces captured

Page 51: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Controlling Positive Feedback

• Introduce negative feedback!

• Benefits have costs associated with them

• Mario Kart - most weapons shoot forward - if you’re in the lead, everyone’s shooting at you!

• Blue shell = concentrated negative feedback!

• Make the game get harder

• Get better weapons, but monsters become more difficult

Page 52: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Balance Graphs

A

B

no feedback

Page 53: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Unfair/Unbalanced

A

B

if equal skill, player B has unfair advantage

Page 54: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Stalemate

A

B

not enough positive feedback

Page 55: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Balanced, but Too Short

A

B

too much positive feedback

Page 56: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Monopoly

worst of both worlds

A

B

Page 57: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Wild Swings in Lead

A

B

powerful negative feedback

Page 58: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Ideal*

A

B

power struggle goes back and forth, but better player wins

*mostly

Page 59: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

The Questions of Fairness

• Should my game be symmetrical? Why?

• Should my game be asymmetrical? Why?

• Which is more important: that my game is a reliable measure of who has the most skill, or that it provide an interesting challenge to all players?

• If I want players of different skill levels to play together, what means will I use to make the game interesting and challenging for everyone?

Page 60: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

#2: Challenge vs. Success

Page 61: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Game Progression (time / difficulty)

Play

er S

kill

too boring

too frustrating

juuuuust right

Flow

Page 62: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Techniques

• Increase difficulty with each success

• Let players get through easy parts fast

• Create “layers of challenge”

• Let players choose the difficulty level

• Playtest with a variety of players

Page 63: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

The Questions of Challenge

• What are the challenges in my game?

• Are they too easy, too hard, or just right?

• Can my challenges accommodate a wide variety of skill levels?

• How does the level of challenge increase as the player succeeds?

• Is there enough variety in the challenges?

• What is the maximum level of challenge in my game?

Page 64: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Dynamic Game Balancing

• Seems like a good idea!

• Beware these pitfalls:

• It spoils the reality of the world

• It is exploitable

• Players improve with practice

• Go forth and provide new theory!

Page 65: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

#3: Meaningful Choices

Page 66: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Questions You Want Players Asking Themselves• Where should I go?

• How should I spend my resources?

• What should I practice and try to perfect?

• What do I want my character to look like?

• 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?

Page 67: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 68: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Definition of “Puzzle”

A puzzle is a (miniature) game with a dominant strategy

Page 69: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

How Many Choices?• Too many is as bad as not enough • Choices > Desires

• overwhelming • Choices < Desires

• frustrating • Choices == Desires

• Freedom! Fulfillment!

Page 70: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Triangularity• a.k.a. “balanced asymmetric risk”

• common omission, leading to one of the biggest reasons that the prototype “just isn’t fun”

Player

Low risk/ low reward

High risk/ high reward

Page 71: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,
Page 72: Balance - Rensselaer Polytechnic Institute (RPI)destem/gamemech/9.pdf• The simplest way to ensure perfect balance is by exact symmetry • Not only symmetrical in weapons, maneuvers,

Questions of Meaningful Choice

• What choices am I asking the player to make?

• Are they meaningful? How?

• Am I giving the player the right number of choices? Would more make them feel more powerful? Would fewer make the game clearer?

• Are there any dominant strategies?

• Do I have triangularity? If not, how can I get it?

• Are the rewards commensurate with the risks?