_____________________________ The author would like to thank Richard Garfield and Cormac Russell for comments on an earlier draft of this paper.
Magic Lessons: Designing and Balancing Game Objects
- K. Robert Gutschera
Director of Development Wizards of the Coast robert.gutschera@wizards.com
- I. Introduction
- II. Computer vs. Paper
- III. Design vs. Development
- IV. Why We Cost
- V. How We Cost
Appendix: Object Lifecycles
- I. Introduction
Historically, games have typically had relatively few types of pieces in them. Checkers has only one piece and a simple board; chess has six different pieces. A standard deck of cards has four suits (more or less equivalent for most games) each of which has thirteen cards arranged in order. More important, the player typically cannot pick which pieces to use: I cannot decide to show up to a chess match with three queens. Some modern computer games follow this pattern. A typical first person shooter might have a single character type and a dozen weapon types, all of which are available to the players (say by reaching a spawn point) — not too different from
- chess. But many computer games are far more complex. An RTS can have
dozens of units or more (especially if you include upgrades and build paths), and a player can choose which units to use. An MMRPG may have hundreds of character abilities to choose from and thousands of items to equip. When I talk about “objects” I mean things of this sort: parts of a game that a player can select from when building a strategy. Game designers want to create rich and interesting play environments. Individual players, however, want to win. So players will try to collapse the decision tree down to a single winning strategy by “breaking” the game: finding a small number
- f strategic choices that dominate other choices to the point of driving them out.