The Game Development Process课件.pptVIP

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Gameplay/Gameplay Balance - Introduction Consider Warcraft 2, with dozens of units. Nearly perfectly balanced. No unit costs so much don’t want No unit too weak can do without Either got lucky or lots of play testing (probably the latter) Strong RPS relationship – have to play all units, none are dispensable 精品文档 Gameplay/Gameplay Balance - Introduction Challenges when balancing aspects of gameplay? Want variety of interesting choices, rather than single, dominant choice Best choices depend upon choices of other players (or on AI) As a designer, not easy to see how frequently different choices will be worth making, but need to know to balance game Sounds like catch-22? Can use simple concepts to make first guess Then lots of play testing to fine tune! ? Based on Chapter 5, Game Architecture and Design, by Rollings and Morris 精品文档 Game Balance Establish the value of each game choice For game balance, each choice must not be reducible to simple value (else easy to determine if dominates or dominated) or factors must even out Example where evens out: Pirate game Dreadnoughts Galleons Brigantines All have identical functions If Dreadnoughts 2x more power, then (for balance) Galleons should take ? time to spawn so will have 2 Galleons for each Dreadnought Based on Chapter 5, Game Architecture and Design, by Rollings and Morris 精品文档 Game Balance Example where doesn’t even out: Starcraft Mutalisks fly over any terrain, but cannot fight other fliers Wraiths are not as tough, but can attack other fliers Observers can see enemy, but not fight ? There is no expression for values since different things! Another example, in the Pirate game Instead of spawn rate, compensate by making Dreadnoughts slowest, Brigantines fastest ? Getting more interesting gameplay, but what about balance? Based on Chapter 5, Game Architecture and Design, by Rollings and Morris 精品文档 Game Balance Two levels to balancing: component and attribute Component balance deals with relative values Ex:

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