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	<title>A Games Design Blog &#187; balance</title>
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		<title>Flow &#8211; Stating The Obvious</title>
		<link>http://agamesdesignblog.com/2009/03/03/flow-stating-the-obvious/</link>
		<comments>http://agamesdesignblog.com/2009/03/03/flow-stating-the-obvious/#comments</comments>
		<pubDate>Tue, 03 Mar 2009 20:52:40 +0000</pubDate>
		<dc:creator>RobHale</dc:creator>
				<category><![CDATA[First-Person]]></category>
		<category><![CDATA[MMO]]></category>
		<category><![CDATA[Videogames]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[balance]]></category>
		<category><![CDATA[Crowd Control]]></category>
		<category><![CDATA[difficulty]]></category>
		<category><![CDATA[disables]]></category>
		<category><![CDATA[flow]]></category>

		<guid isPermaLink="false">http://agamesdesignblog.com/?p=333</guid>
		<description><![CDATA[Common sense is wonderful. It only ever gets applied in hindsight or the third person.

So when I tell you that games are at their most fun when your skills are in equilibrium with the Challenge you face you'll scoff and claim that it's just Common Sense.]]></description>
			<content:encoded><![CDATA[<p>Common sense is wonderful. It only ever gets applied in hindsight or the third person.</p>
<p>So when I tell you that games are at their most fun when your skills are in equilibrium with the Challenge you face you&#8217;ll scoff and claim that it&#8217;s just Common Sense.</p>
<p><img class="aligncenter size-full wp-image-334" title="e620229000706f80bdeaa32a1235eebb" src="http://agamesdesignblog.com/wp-content/uploads/2009/03/e620229000706f80bdeaa32a1235eebb.png" alt="e620229000706f80bdeaa32a1235eebb" width="600" height="400" /></p>
<p>Well that is the basics behind what is known as &#8220;Flow&#8221; in Psychology; the state of mind where you are no longer aware of your concious self and become entirely absorbed in what you are doing. Being aware of the concept alone changes how you think about Games Design.</p>
<p>Game Designers are ussually locked into a battle of trying to obtain &#8220;Balance&#8221; within their game. This is typically a game of tuning numbers, spreadsheets, damage-per-second, damage mitigation and long complex formulas.</p>
<p>Flow changes that. Being focussed on maximising a Players &#8220;Optimal Experience&#8221; (The other term for Flow) is about moment-to-moment interactions not just raw numbers. It&#8217;s all very good if your game is Balanced by the numbers but it doesn&#8217;t count for anything if your players are Bored or Frustrated.</p>
<p><span id="more-333"></span><img class="aligncenter size-full wp-image-345" title="flowexpanded2" src="http://agamesdesignblog.com/wp-content/uploads/2009/03/flowexpanded2.png" alt="flowexpanded2" width="600" height="400" /></p>
<p>Boredom and Frustration tend to occur when Challenge and Skill are greatly out of balance for a considerable period of time. From my own personal experience I find it takes longer to become bored than it does to become Frustrated. This is largely down to the fact that when your skill outweighs the challenge significantly you are being rewarded more frequently and these extrinsic rewards delay the on-set of boredom. However when the Challenge exceeds your Skill you are often only ever punished and as such lack the sugar coating.</p>
<p>One of the problems with trying to balance a Players experience is that it&#8217;s incredibly difficult to accurately and objectively grade player skill. It&#8217;s not something that is particularly easy to plot on a graph and is generally most useful for abstract thinking. It&#8217;s easy to sketch a Flow graph on a whiteboard but very difficult to quantify in a spreadsheet.</p>
<p>One of the things you can plot with at least a semblance of accuracy is how your game is modifying the Players skill.</p>
<p><img class="aligncenter size-full wp-image-337" title="0aa3a5fa40aa1fcafa87c1dab1fa1b19" src="http://agamesdesignblog.com/wp-content/uploads/2009/03/0aa3a5fa40aa1fcafa87c1dab1fa1b19.png" alt="0aa3a5fa40aa1fcafa87c1dab1fa1b19" width="600" height="400" />Above we have an overly simplified example of an MMO&#8217;s challenge as the Player progresses through the levels. At each Level the players skill is artifically increased by receiving new abilities or increases in statistics. When you factor in how the Players Skill is increased over time relative to the change in the Challenges faced you might end up with a graph a little bit like the one below&#8230;</p>
<p><img class="aligncenter size-full wp-image-338" title="418be70283209c49832d51c692ed3050" src="http://agamesdesignblog.com/wp-content/uploads/2009/03/418be70283209c49832d51c692ed3050.png" alt="418be70283209c49832d51c692ed3050" width="600" height="400" /></p>
<p>After each new Level is achieved the Difficulty faced by the Player is actually reduced. This is good for a few reasons:</p>
<ul>
<li>It gives the Player an opportunity to learn how to use their new abilities which is itself a Challenge.</li>
<li>It gives the Player a rewarding period where they feel much more powerful.</li>
<li>It gives the Player a break within which to reflect on their achievement.</li>
</ul>
<p>All of these factors are not specifically related to theories on Flow but result from other elements of Psychology and are proven to all improve a Persons experience so it is worthwhile building these into your game.</p>
<p>As the Player progresses through the Level towards their next jump in Skill the Challenges are increased so the Player has to push themselves harder and they become more engaged and re-enter the Flow state.</p>
<p>The above example is drastically simplyfied compared to a real-mmo and is only intended to deomonstrate how Skill and Challenge relate.</p>
<p>Crowd Control in MMO&#8217;s is often the most frustrating experience to a Player. I commented on the effect of &#8220;Waiting to Die&#8221; last week in regard to the effects of The Sandman on Team Fortress 2. Lets look at how removing a Players ability to interact with your game looks on a Flow Graph.</p>
<p><img class="aligncenter size-full wp-image-341" title="1dcc5313c541bde667f6170f3b9b6691" src="http://agamesdesignblog.com/wp-content/uploads/2009/03/1dcc5313c541bde667f6170f3b9b6691.png" alt="1dcc5313c541bde667f6170f3b9b6691" width="600" height="400" /></p>
<p>The above graph represents 5 seconds of gameplay. The player is enjoying themselves and the difficulty is shifting around as the game changes. Then at 2 seconds in they get Disabled removing their ability to interact and artificially reducing their Skill to 0. The result? A massive difficulty spike and an associated increase in Frustration knocking the Player out of the Flow state and into reality (Where they throw their mouse accross the room).</p>
<p>Originally I had a theory that reducing the Players Skill to 0 effectively increases the Difficulty to Infinity as it is impossible for them to respond to the game. This sounded good in my head (it makes a good soundbite) but when I plotted the graph I realised that it&#8217;s not strictly true. A model that fits better with my own experiences is that if the Difficulty faced is very low (IE your skill exceeds the Challenge significantly) then being Disabled is not quite as frustrating. If however you are in a Flow State (IE The Challenge is roughly equal to your own Skill) the Frustration is significantly greater.</p>
<p>You may be wondering why I&#8217;ve taken the time to point out something that appears so obvious and Common Sense. I ask you this in return&#8230;</p>
<p>If it&#8217;s so Obvious why do Games Designers still do it?</p>
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		<item>
		<title>MetaBalance or &#8220;The Cool Factor&#8221;</title>
		<link>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/</link>
		<comments>http://agamesdesignblog.com/2008/09/25/metabalance-or-the-cool-factor/#comments</comments>
		<pubDate>Thu, 25 Sep 2008 18:46:56 +0000</pubDate>
		<dc:creator>rob hale</dc:creator>
				<category><![CDATA[MMO]]></category>
		<category><![CDATA[Social]]></category>
		<category><![CDATA[Videogames]]></category>
		<category><![CDATA[balance]]></category>
		<category><![CDATA[character design]]></category>
		<category><![CDATA[design]]></category>
		<category><![CDATA[metabalance]]></category>
		<category><![CDATA[warhammer online]]></category>

		<guid isPermaLink="false">http://schizoslayer.co.uk/?p=36</guid>
		<description><![CDATA[So I&#8217;ve been playing Warhammer Online.
Well it was inevitable really. If only so I could find out what they&#8217;d done to a game I technically spent 18 months of my life laying the foundations for (and by that I mean developing the failed Climax version which actually has nothing in common with the Mythic version [...]]]></description>
			<content:encoded><![CDATA[<p>So I&#8217;ve been playing Warhammer Online.</p>
<p>Well it was inevitable really. If only so I could find out what they&#8217;d done to a game I technically spent 18 months of my life laying the foundations for (and by that I mean developing the failed Climax version which actually has nothing in common with the Mythic version other than the name and the creative director).</p>
<p>I like it. It&#8217;s more fun than World of Warcraft to me and I put that down largely to it being Warhammer. I&#8217;ve never cared about Blizzard games overmuch but I (like many UK games developers) spent much of my teens painting lead figures when I should have been chasing girls.</p>
<p>That plus the fact you can dive into the fun stuff straight away and not have to grind 20-40 levels before it&#8217;s worthwhile. PvP is where it&#8217;s at for me.</p>
<p> </p>
<p>However&#8230;</p>
<p>Warhammer is proving a theory of mine: Game balance has far less to do with stats and numbers and far more to do with art.</p>
<p>Allow me to run with this for a while:</p>
<p><span id="more-36"></span></p>
<p>Take a look at the current server queues for WAR. The majority of servers have queues on the side of Destruction but only a handful have Queues on the side of Order. Now unless Destruction have less slots assigned to them this means that there are far more people who want to play as the bad guys than good.</p>
<p>This is interesting because it goes against what happened in WoW where Alliance outnumbered Horde.</p>
<p>Back when I was designing an MMO for Climax (Not Warhammer Online but another one that never got signed) we chatted with some guys from NCSoft and we got around to the topic of the &#8220;Good guy bias&#8221;. The idea that on average players want to play as the &#8220;Good guys&#8221; more than the bad guys. At the time the anecdotal evidence was in favour of this theory with just about every MMO having a bias towards the obviously Good side.</p>
<p>Now I think this theory is flawed. My new theory is that players want to play on the side that looks &#8220;Coolest&#8221;. </p>
<p>Currently as an Order player myself (and I chose Order on the basis that Witch Hunters looked cool) we are noticing some trends in the make-up of the Destruction vs Order playerbases. Destruction fields far more tanks (Chosen and Black Orcs) than the Order side who field far more Damage Dealing classes like Witch Hunters, Bright Wizards and Shadow Warriors. We are very lacking in frontline fighters meaning Destrcution tends to run straight into the softer ranged classes right past the few front-liners we have.</p>
<p>This may be leading Mythic to investigate why everybody is favouring Destruction and the Chosen and Black Orc classes in particular (I don&#8217;t hav enumbers to back any of this up but I see more of them than any other class in PvP). I can save some of their effort: It has nothing at all to do with numbers or combat balance.</p>
<p>There is no flavour of the month effect going on here. Chosen and Black Orcs aren&#8217;t any tougher or more dangerous individually than SowrdMasters or Ironbreakers. However what they are is &#8220;Cooler&#8221;. Faced with character creation and the choice between being an Elf in what appears to be a nightdress or a Huge guy with a beard in spikey plate mail armour you instantly think that the Spikey armour guy is &#8220;Better&#8221; than the Nightdress guy.</p>
<p>This is what I think of as &#8220;MetaBalance&#8221;. These two classes may be perfectly balanced numerically but because one of them has art that matches the stereotype closer it affects how players choose their character and even how they play them. I&#8217;ve seen Swordmasters complain that Elves have no tank class when Swordmasters ARE their Tank class. The problem is they don&#8217;t feel or look like a Tank class and this changes the psychology of the person playing making them believe themselves to be weaker than they actually are.</p>
<p>This theory is backed up by my experiences as a Destruction player fighting Order on another Server. I&#8217;ve seen Witch Hunters (Who carry a pistol in their off-hand) playing as if they are a ranged class and not a melee class. One of my friends who has done more Destruction PvP genuinely didn&#8217;t relise that Witch Hunters are supposed to be a Melee class until I told him.</p>
<p>This gets further backed up by Warrior Priests who try to stay out of combat and heal people when they are at their most effective upfront with the Sword Masters and Witch Hunters.</p>
<p>On the other hand we have Destruction. Where all of their classes play alot closer to how they look. Big guy wearing Spikey Platemail? yep he&#8217;s a Tank. Goblin with robes and a staff? yep ranged caster and healer. Elf with a dagger in each hand and no clothes? Damn right that&#8217;s a melee DPS character.</p>
<p>Classes being played alot and well on the side of Order however are: Bright Wizards (Ranged DPS and they look it), Arch mage (healer/Caster and again they look the part), Iron Breaker (Dwarf in lots of armour and a big axe yes he&#8217;s a tank), Shadow Warrior (Blatently Legolas).</p>
<p>So how much does Art affect population balance in an MMO? My answer would be &#8220;Alot more than people think&#8221;. Power Gamers are the only ones that will consider statistics when choosing their class while the rest of us go with the character we like the look of.</p>
<p>Warhammer is currently suffering a population imbalance because the Destruction side just look cooler and appeal to more people than the Order side and importantly more closely match the stereotypes of their class.</p>
<p> </p>
<p> </p>
<p>The net result means I&#8217;m sick of seeing bloody Bright Wizards everywhere and no bloody Iron Breakers.</p>
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