Homework 9:
Chapter 11: Balance
Considering all 12 types of balance. Some which apply, some which
don’t. Examples in game are:
After carefully analyzing chapter 11 on Balance I realized that a
good way to transpose the concepts learned in the book to my teams game, would
be adjusting the elements of the game until they deliver the experience you want. Balancing a game
is far from a
science; in fact, despite the simple mathematics that is often
involved, it is generally
considered the most artful part of game design
1. Fairness: I am planning to keep the game symmetrical; by giving equal
resources and powers to the player. The various Potions spread across the Maze
that way If opponents have radically different skill levels this would be
balance out by this tools that give momentary power to the player.
2. Challenge vs. Success: Increasing the difficulty gradually would be a way for me
to solve this challenge. The effects of enhancements would be for a duration of
just for a few seconds so it would also balance the level of challenge players
would experience while keeping the game engaging.
3. Meaningful Choices: I plan to force the game to
situations in which the players ask themselves the questions:
Where should I go? Which power should I choose? How should I spend
my resources? How should I dress my character?
By slowly revealing areas where objects reveal the next
location along with the places where to find potions and various weapons, this
and many more of this questions can be answer by the player while playing the
game.
4. Skill vs. Chance: As disclosed in chapter 10, this two opposing forces can
negate each other if not balance. My preference based solely on the fact that
the game I am designing would be release in American, would be to maximize the
effects of chance.
5. Head vs. Hands: Purgatory would involve more thinking while also involving
a healthy doze of strategics and
puzzle solving.
6. Competition vs. Cooperation: Since my game has no online playing capabilities
cooperating is out of the question, however the competitive nature of the
player do play a role base on the need to acquire points which translate in
experience and currency to buy more items.
7. Short vs. Long: Taking
in consideration the given time for completion and also the fact that my knowledge of
Blender is somehow limited, creating a rather short but engaging level that
would perhaps host sub levels could balance the gameplay. One way to solve the problem would be to set a time limit
and a point system which I already placed in the game.
8. Rewards: To solve this I
plan to incorporate 3 simple reward systems based on the book of lenses:
- Praise- a special sound effect would be triggered once the player finds hidden treasures giving him special momentary powers to fight the monster in game.
- Points: Would give the player the illusion of success as they don’t really serve a real purpose.
- A Gateway: A mini game or bonus area would be placed in a hidden location of the games map to make the game structure rewards exploration.
- Powers: Since becoming more powerful is something that everyone desires in real life, this abilities would be offer in game by acquiring various magical items enhancing the player’s abilities momentarily.
- Completion: By completing all the objectives in a game this would give a special feeling of closure to the players, since people rarely get to resolve all problems in real life
9. Punishment: By adding this
element, increase enjoyment can be triggered in players as stated in the book
of lenses. Making the powers available only for limited time, not only balances
the game but also triggers negative consequences if players don’t time their
attack appropriately making the moment of using powers much more precious.
10. Freedom
vs. Controlled Experience: Since
the game isn’t meant to be a simulation of real life, but rather a more
interesting version of real life, this would mean cutting out boring,
complex, or unnecessary decisions and actions. By tracing a path to
follow by enhance light and others visual FXs, glowing areas would show the way
to go, solving this challenge.
11: Simple vs. Complex:
To strike the right balance
between Simple vs. Complex, balanced surprises would be place during game play.
By design a simple game that becomes a factory of never-ending stream of
balanced surprises, and the only way to find out whether we have achieved this
is to keep playing and changing our
game over and over until the surprises start to come.
12:
Detail vs. Imagination:
By providing some level of detail, but leave it to the player to fill
in the rest in their minds this challenging lens would be solve. We will make sure to “Only
detail what we can do well”. For example I will be creating a detail animated
intro cut scene with fancy Mocab motion files to present the main female character,
after that a more simple first person view will be all the players would see, forcing
them to play with their imagination to visualize being in the body of the
character.
This concludes the 12 principles of balanced design.
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