CGDC竞技游戏的平衡基础以及技巧分析报告.ppt

CGDC竞技游戏的平衡基础以及技巧分析报告.ppt

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Appoint a Play Balance Lead If someone isn’t in charge of play balance, out-of-sync changes will occur and potentially interfere with each other. * Appoint a Play Balance Lead Possible decision making power: New content: designer of content with escalation power from balance lead Existing content: Balance lead Oversight by lead designer * Appoint a Play Balance Lead Play balance is complex and is related to the current metagame -- It’s hard to keep up on the metagame Not all designers are qualified to grok the metagame (skill + thinking patterns + ability to parse many divergent inputs) * Use Tools Tools are sometimes useful: War3 replays facilitated evaluation War3 by-map/by-race win stats Frequency of use stats tell a story * Use Tools – Carefully Sometimes, due to lack of knowledge or low ROI, tools aren’t worth it: % win may imply causation OR correlation Math only works if you ask the right question Tools have to earn back their cost * Pick the Right Change When selecting a balance change, you should have two basic goals: Target what you want to change with minimal side-effects and risks Find the correct scale for the change in question and the game in question Correct Targeting Make sure you truly understand the scenarios that are “OP” or “UP” Correct Scale Correct scale (+5% vs +50%) is related to: Release cycle. Shoot for fun first and take risks early on The game. 1v1s and early game are balance-sensitive The content. System Changes vs. Content Changes Player investment Repeat offenders and PR Deployment Testing Rapid release and deployment processes are key: Players like frequent updates Less unforeseen cross-interactions Changes will be metagame-relevant Fast turn-around time in case of large errors Deployment Testing A good process will likely have multiple tiers of releases to support balance: A “test” server Data-only patch option “Live Fixes” Monitoring Results Once changes are live

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