Game Balancing - PowerPoint PPT Presentation

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Game Balancing

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Provide a consistent challenge. Provide the player with a ... Straight storyline. Forced to pick up a gun and kill. his colleague. The Fair ground-level ... – PowerPoint PPT presentation

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Title: Game Balancing


1
Game Balancing Flow
  • Agenda

2
Game Balancing Flow
  • Introduction

3
Optimal game balancing?
  • Placed elements in the flow diagram
  • Adams Rollings elements

4
High
Anxiety
Challenges
Flow zone
2

4

Boredom
1
3

Low
Low
High
abilities
5
The dynamic elements
  • Provide a consistent challenge
  • Provide the player with a perceivably fair
    playing experience
  • Avoid stagnation
  • Avoid trivialities
  • Allow setting of difficulty level
  • (Adams Rollings 2003, p. 272)

6
High
  • Avoid stagnation

Anxiety
Challenges
  • Provide the player with fair
  • playing experience
  • Avoid trivialities
  • Provide a consistent
  • challenge

2
  • Allow setting of difficulty level

Boredom
1
3

Low
Low
High
Abilities/skills
7
High
  • Avoid stagnation
  • (Allow setting of difficulty level)

Anxiety
Challenges
  • Provide the player with fair
  • playing experience
  • Provide a consistent
  • challenge

2

Boredom
  • Avoid trivialities

1
3

Low
Low
High
Abilities/skills
8
  • How and why is the placement of the elements
    changed?

9
  • How and why is the placement of the elements
    changed?
  • Different player types different situations
  • Every player contains elements from each player
    type

10
The Dream Scene
  • Straight storyline
  • Forced to pick up a gun and kill
  • his colleague

11
The Fair ground-level
  • Find your associate
  • Ghost town-alike scene
  • Moving objects, strange sounds
  • No enemies!

12
High
Anxiety
Challenges
Explorer
2

Boredom
1
3

Low
Low
High
abilities
13
The Explorer
  • Not disturbed by enemies
  • Many things to explorer
  • Only exploring the surroundings
  • Experiencing the level as fair
  • Not stagnating

14
High
Anxiety
Challenges
Explorer
2

Boredom
1
3

Low
Low
High
abilities
15
The Achiever
  • Chaotic
  • Many things to investigate
  • Feel a consistent challenge
  • New way to solve a level

16
High
Anxiety
Challenges
Achiever
Explorer
2

Boredom
1
3

Low
Low
High
abilities
17
The Killer
  • Fair play experience
  • You can fool some of the people all of the time,
    and all of the people some of the time (Adams
    Rollings p. 276)
  • Provides an atmosphere, that appeals to the
    killer
  • Shooting as a reflex
  • Challenge will fall during the level
  • Only make this scene once

18
High
Killer
Anxiety
Challenges
Achiever
Explorer
2

Boredom
1
3

Low
Low
High
abilities
19
High
Anxiety
Challenges
Achiever
Explorer
2

Killer
Boredom
1
3

Low
Low
High
abilities
20
Summary
  • Why and how are games balanced to match certain
    player types?
  • Bring and keep
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