8/5/2014 1
Zach Laster University of Helsinki
We talked previously on how values interrelate. Now we’ll
look at some concrete examples and forms of relationships.
Numbers in games don’t mean anything alone. They need
some form of comparison points (context) to become meaningful.
If an item costs 1000 gp, is it worth a lot? What if a ship has 12 move a turn? Is it fast? We only know whether something is good or bad based
- n its relationship to other things.
If smelting a block of iron costs 200 smelt, and coal provides 1000, we know something about how smelting works. If we frequently get bags of 10000 gp in a game, obviously the 1000 gp item isn’t really that valuable. If the world is thousands of tiles in size, 12 move won’t feel very fast; but we still don’t know how it compares against other move speeds!
Relationships between numbers can be either
two-way or one-way.
Generally these relationships are in reference
to converting one resource to another
We can convert 1000 gp into the item above, for
instance.
We can get 10000 gp from running a dungeon. We can spend 1000 gp for 10 HP etc When determining game balance, we often try
to tie all of the resources in a game back to a single resource. This helps us determine how various things compare.
Identity Relationship
An identity relationship is where two numbers
move together in exactly the same way.
As one increases, the other increases by an identical
amount. They can start at different values, and other
things can act upon them
Not quite the same as having a copy of the value If you consider the example of food from
Ultima III: Exodus, we can get food from gold as a one-way identity relationship. Food then decreases over time.
Linear Relationship
A linear relationship is like the identity
relationship, except it scales.
We can have a 1-to-12 relationship, for
example.
If I can get 10 HP for 1000 gp, that’s a 1-100
relationship.
○ This assumes there are no progressive deals,