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David Javelosa
javelosa_david@smc.edu

Copyright © 2004-2014 David Javelosa unless otherwise stated.

Material based on Game Design Workshop
Copyright © 2004-2008
Tracy Fullerton
used by permission of author
week 09 - functionality, completeness, and balance

functionality, completeness, and balance in game design


What are you testing for?
Take each step of development to see if it holds up. Each development stage is tested separately in order to determine overall funtionality.

Foundation
Is the basic idea fun? Is the original idea a good foundation for a game? (as opposed to some other type of media like a movie or tv series...)

Structure
Once the foundation is determined to be a solid game, what is the structure in your prototype? How much structure needs to be created to experience the game play? Is there a play mechanic? Does it work and is it fun at the same time? What does the player accomplish? Does it compell?

Formal details
Once the "hook" is established, which formal elements are working, and which ones are problematic? Are all elements functional? Is the action complete? Is the game a balanced system?

Refinement
After determining the game is functional, complete and balanced, this is the time to check once again for the fun factor. Is the game accessible to the target audience? Are all the details in place? (page 225 chart)


Is the game Functional?

funtional?
complete?
balanced?
fun?
accessible?
foundation
.
.
.
X
.
structure
X
.
.
X
.
formal details
X
X
X
.
.
refinement
.
.
.
X
X

Is it Internally Complete?
What is missing?

Sample solutions; pros & cons
- making it harder
- making it easier

Loopholes
- What makes the game "break"?
- What are the "unforseen" problems?

Bugs or "Features"?
- Does it need to be fixed?
- Are there Dead Ends?

Attaining Completeness
-
The game is done when you say its done!
- The work could continue forever but what is acceptible?


What is "Balance"?
- meeting the goals
- elements work together
- multiplayer conditions are "fair"

Balancing variables
- are properties even in the "bigger picture"?
- i.e. Starcraft: Zerg, Protoss, Marines

Balancing Dynamics

- reinforcing relationships
Are players becoming stronger or weaker?

- dominant objects
-
The rotational symmetry of a balanced "payoff" matrix

 
rock
paper
sissors
rock
0
+1
+1
paper
-1
0
+1
sissors
+1
-1
0


- dominant stategies

Balancing positions
- head starts
- handicaps

Symmetrical games
- Checkers to Battleship

Asymmetrical games
- RTS, simulations, FPS

Asymmetrical objectives
- defend vs. conquer
- build vs. destroy

Timing out
-
end of the day, end of the level, end of the era, end of the turn

Defense/Protection
-
prevention, continuation (i.e. Lemmings)

Combinations

Individual Objectives
-
Complete Asymmetry

Balancing for skill
-
track novice thru expert skill levels
- what is the median skill?
- what is the learning curve for fun?
- is it too easy for good players?
- is it too hard for novice players?

Balancing for Average Skill
- creating Skill Levels
- dynamic balancing (A.I.)


Techniques for Balancing the Game

Isolate the sub-systems
-
Is each element balanced? character? level? goals? encounters?

Flow Chart and define purpose

Balance one modification at a time
-
change, then test

Track balancing as a spredsheet

 
possible event
feature
result?

Excersises

Test prototype for:
- functionality
- completeness

Identify loopholes in prototype

What are the variables in your original prototype?

Is imbalance being reinforced in relationships?


Reading Assignment

Review: Functionality, Completeness, and Balance

  • Chapter 9

Copyright © 2004 - 2014 David Javelosa