Zach Laster University of Helsinki
University of Helsinki Ask Questions Dont be shy, I like to answer - - PowerPoint PPT Presentation
University of Helsinki Ask Questions Dont be shy, I like to answer - - PowerPoint PPT Presentation
Zach Laster University of Helsinki Ask Questions Dont be shy, I like to answer them I tell lots of stories (usually Tales from the Pixel Mines Ive picked up) Bored of the content? Get me off on a tangent. ;) Please
Ask Questions
Don’t be shy, I like to answer them
I tell lots of stories (usually Tales from
the Pixel Mines I’ve picked up)
Bored of the content? Get me off on a
- tangent. ;)
Please silence your phone
Who am I, and why am I here?
I have recently completed my Master’s
degree in Computer Science, specializing in Artificial Intelligence and Algorithms for Games.
I am (hopefully) starting a PhD focusing
- n Procedural Terrain Generation in
Massively Networked Games this Fall.
I have been working as an instructor
since 2010, and this is my second class I’ve designed and lectured.
I’m lecturing because I really enjoy
- teaching. It’s fun for me and I love it.
My goal is to educate. However I can
best do that, let me know.
Ask Questions!
Yes, I know I already said this. I specialize in this. I have difficulty telling what
is obvious vs what is arcane.
I actually allocate some time in my lectures for
you to ask things, and for me to discuss them.
I know a lot of stuff, and sometimes I just
forget to put things into the slides! If you are interested in a concept ask!
Worst case scenarios:
I don’t actually know, and will get back to you
tomorrow.
I will say “we’ll cover that on day X”
Slides
I try to keep the information on the slides
informative and direct, and then to present new and more information by speaking.
I try not to read off my slides. I try to keep all of the most important
information on the slides.
Half the time, the slides are there so I
know what to come back to. ;)
Why this course exists
HY has several courses on Game
Programming, but nothing on game design
Game Engine Architecture Game Architecture Introduction to Game Programming
We’ve also had courses on specific
topics
AI for Games 1 & 2 At least one seminar on Game AI
The absence of actual game design and
balancing classes means that the course projects from these classes rarely play well as games themselves.
It is an odd hole in the existing teaching
around the department.
Especially since a number of people
were interested in such a course, when asked.
Intro to goals of the course
Look at games and what makes a game
fun and interesting
Look at how balance affects those qualities Ability to evaluate the balance of a
mechanic in a game
Ability to construct metrics and flow paths
for balance
Ability to construct balanced content for
games
Each lecture, I’d like to include a bit of “homework.”
Largely this will be things you can use immediately to improve balance in your own project(s).
Rather than cover widely different topics each day, I
will begin with basic concepts and then progress to deeper things each day, spreading the various concepts across all the days.
By the end of day one you’ll hopefully have a number
- f basic concepts, which we’ll expand on the next
day.
Some days will focus more on certain avenues than
- thers, like we’ll have a lot of discussion on
prototyping on one of the days, while most of the time I’ll just mention it or make some comments on it.
Grading and Project
The course does not have an exam You will work in teams of 2 to 5 It is recommended that you have a team.
Teammates means more personhours and points of view.
Max allowed group size is 7, and that’s
- nly if you walk into the class as a group.
If you are forming groups here, max is 5.
Report
The actual grading for the projects will
be conducted using a report system. Each group will write a project report containing:
Game Concept Balance Goals Game Design How the balance goals were achieved and
any known issues
Postmortem
Individual Reports
In addition to the group report, each
member of a group will return an individual report with:
Personal impressions and lessons Commented contribution breakdown out of
100%
○ From a total of 100%, give each member of
the group a value for how much work they contributed.
○ Explain why for each percentage. Large
discrepancies especially need to be justified.
Game Definitions
Math (Game Theory) Gaming Theory Software Dev Intuitive Understanding
Game Theory
There exists a mathematical definition of
games for the purposes of game theory
Commonly, this context is interested in two
player games which have certain payoffs for various strategies
While knowing some things in this area can
be useful to conceptualizing game balance and design as we mean it, it’s not a very good definition for us.
We’ll draw on a few concepts from here,
primarily in solving games.
Game theory is a study of strategic decision making.
Specifically, it is "the study of mathematical models of conflict and cooperation between intelligent rational decision-makers".[1] An alternative term suggested "as a more descriptive name for the discipline" is interactive decision theory.[2] Game theory is mainly used in economics, political science, and psychology, as well as logic, computer science, and biology. The subject first addressed zero-sum games, such that one person's gains exactly equal net losses of the other participant or
- participants. Today, however, game theory applies to a
wide range of behavioral relations, and has developed into an umbrella term for the logical side of decision science, including both humans and non-humans (e.g. computers).
- Wikipedia
Gaming Theory / Game Studies
Essentially, the focus of Gaming Theory is
- n players and player enjoyment. It’s more
the study of why we play games and what roles they fill, where as the mathematical game theory is interested in the solution to games.
Here we’d define a game as any “social”
interaction with one or more players. Basically it’s something fun to play, and builds from an intuitive sense of games. See also: Gamification
Gaming theory is commonly used in
computer science psychology sociology anthropology philosophy arts and literature media studies communication theology etc
Game Development
When defining games as software, we
are interested primarily in certain
- aspects. Games are a
soft real-time interactive agent-based temporal simulation
Which is kind of fancy sounding, but a
very good description of games as software
This definition is taken our Game Engine
Architecture course
Intuitive Understanding
Games are games, right? Generally, most people can tell you
what’s a game simply by looking at it. At least, most games.
The intuitive understanding of games
isn’t strictly useful, as it only lets us say “this is a game” and doesn’t tell us anything about that game.
So what are we looking at?
For the purposes of this course, we’re kind of
in the middle of these definitions.
While our games fit better with Gaming
Theory, Game Theory is certainly a strong way to approach balance.
If you are building your game in software, then
you care about that definition as well.
From the intuitive understanding, in our case
we really only care that the game is playable. It needs to have some form of defined interactions, but otherwise it’s not even technically required to be fun. Of course, we probably want it to be…
Because games are fun Because games are social Because games permit exploration Because games allow escape Some can even turn a profit (if you are good)
Immersion
One of the key elements for players of
games is to be immersed.
Immersion is a state of being “in” the
- game. Immersive games “suck you in.”
Generally, as players are more
immersed they have more fun.
If immersion is broken or the player
cannot be immersed, they generally will not play for long.
Obviously, then, immersion is a
necessary trait in games.
They improve the fun of games Lack of immersion will prevent players form
playing even if the game is “fun.”
Generally, we’ll want to maintain
immersion however we can.
There are four levels of immersion Unimmersed, avatar, character, and persona These terms come from the perspective of story
immersion, but apply fairly generally
When a player is unimmersed they are not enjoying
the game. They feel no connection to it and don’t care about it.
The next level is when the player’s in-game self
seems like an avatar to them. A body which accomplishes the goals the player sets forth.
This is a disconnected attachment. The player is enjoying
the game, but nothing in the game happens to them, and they interact with the game only indirectly.
Deeper is when the avatar becomes a
- character. The player feels they are
controlling something a bit more alive; with more purpose.
Last is the persona. At this level, the
player is fully immersed and feels they are part of the game world.
What do these levels mean outside of
games with controllable characters?
These concepts map fairly well, though the
terms themselves don’t work well
Some games may never really aim for such
deep levels of immersion. Some are happy with the player being at the level of avatar
- r character.
What does it mean to be immersed in a
card game? In a game of chess?
What produces immersion?
Flowchannel
The flowchannel is the ideal difficulty to player
skill ratio
If a player is too challenged for their level of
skill, they will eventually become frustrated or angry, and will probably stop playing.
Conversely, if a player isn’t challenged enough
for their level of skill, they will often become bored and find something else to do.
They may continue playing, but there are strong
chances they won’t play normally, possibly trying to break the game.
This is a serious consideration to game
balance
When balancing a game, we want to be
able to keep the player in the flowchannel most of the time.
This does not mean that we cannot create
games designed to be challenge (Super Meat Boy)
In these case, the expectation for the challenge
is higher; the players expect to fail frequently.
Bartle Types
In 1996, Richard Bartle set
- ut to try to understand what
players find fun by observing what they do, particularly in a setting of online games.
Through observation, Bartle formed a hypothesis detailing four “types” of players.
Killers, Achievers, Socializers, and Explorers
These types were on two axes.
○
Acting vs Interacting
○
Players vs World
Players are only ever one type at a time, though they may (and do) switch types
○
The most interesting part is how they move.
In 2003, Bartle
extended the types along another axis, implicit vs explicit, which resolved a number of issues with perceiving some of the transitions and roles themselves.
These types (called Bartle Types) can be
particularly useful for considering why people play and how content will be used.
If you consider how each type will
approach content, you can better cater the content to the players.
This also can enable designers to create
content specifically for certain types of players, in order to encourage this style of play or to ensure that everyone has something they enjoy.
There are of course other systems for
categorizing players.
Bartle Types are amongst the most
commonly used.
This doesn’t technically make them the best,
but they are good to know.
They are commonly used for at least one
- reason. ;)
Fun
This is an exceptionally difficult concept to
formulate
Obviously games need to be fun, but exactly
what makes a game fun is difficult to specify exactly
Generally, maintaining immersion and staying
in the flowchannel do well.
I tend o think of being immersed and having fun as
the same thing, as they go hand in hand.
Designing with Bartle Types in mind will help Balance helps, but games don’t have to be
balanced to be fun
In order to facilitate things, it’s helpful to define a number of terms. These will mostly be used to describe games or properties of games. Several of the terms come up in different areas, so you might be familiar with them already.
Deterministic vs Non- Deterministic
Game mechanics can be either
deterministic or non-deterministic
A deterministic mechanic will always work
the same way every time given the same starting state (input).
Chess is a very deterministic game
A non-deterministic mechanic will have
varying results based on some (mostly) random factor.
The order of cards drawn from a shuffled deck The result of a die roll
Why do these concepts matter?
When it comes to testing and balancing,
determinism helps a lot.
A deterministic mechanic is easier to predict, and
balancing them is easier to do
A non-deterministic mechanic may mean some
content is undertested if it doesn’t come up often enough.
In software games, determinism also makes the
game easier to test overall and makes network play much easier.
Non-determinism helps make the game new
each time
Without the random shuffle mechanic, most card
games would not exist
Solvable
A game is solvable when we can know the
correct move to make at each step of the game.
There are a couple levels to this
Trivial Solvability (Tic-Tac-Toe)
○ Something close to what a human can solve in
their head.
○ It’s easy to know and remember the solution to the
game. Theoretically (Chess and Go)
○ A game which could potentially be solved (by a
computer)
○ Checkers is a draw
Solving non-deterministic games is
basically probability maximization (game theory)
This allows us to make a predictive system for
the best move to make given current game state
Human Factor
The human factor in games cannot be solved This is what makes poker interesting (bluffing)
○ otherwise it could be solved fairly easily, though
that solutions wouldn’t always result in a win What humans decide to do can be erratic and
not ideal. Or they could be lying.
Intransitive
Intransitive basically means games like
Rock-Paper-Scissors
Who wins depends on choices made by
both players simultaneously.
Technically, these games are still
solvable, we just have to solve them
- predictively. This launches headlong
into Game Theory!
In Rock-Paper-Scissors, each move wins equally.
That is, each move has an equal chance of winning assuming the opponent is equally likely to throw any
- f the moves.
This means we should throw each move an equal
percentage of the time in order to win.
Additionally, preferring a move means your opponent
can adapt to throwing the winning move, which gives them an advantage.
Here each win has an equal payoff, but if we were to
change the payoffs of winning with one of the throws, we’d completely change the ideal solution. Game Theory provides us with tools for solving that.
Perfect Information
A game is said to have perfect
information when all players know everything about the game state
Chess is a game with perfect information
“Any deterministic game with perfect
information is, at least theoretically, completely solvable”
It may take a long time, though (chess, go)
Imperfect information
Many games have incomplete information
from the players’ perspectives
They may not know what order the cards will
come up in in a deck, or don’t know their
- pponent’s hand.
Information that all the players share is
common information.
Everyone knows the cards on the river in Texas
hold’em
An information no one knows is simply hidden
information
Most of the time, no one knows the next card from
the deck
Privileged Information
Any information which only certain players knows is
privileged information
A player knows their hand, but no one else should Players of an RTS share LoS with their allies, but not their
- enemies. What they can see is privileged information.
How many resources a player has in most RTS games Sometimes game mechanics either give away some
privileged information or force you to
Some cards in Magic sometimes make you reveal (part of)
your hand
In cluedo, this is the driving mechanic. The player controls
what of their information they give out, but MUST give something away if they can.
Symmetry
Symmetry is where all the aspects of a game
are identical for all the players.
In many RTS games, mirrored maps accomplish
this, if both players play the same faction
Chess isn’t actually symmetric
white goes first could chess be made symmetric?
Symmetry is kind of automatic balance for
some respects, but is not a cure all for balance needs.
Sure, no player has an advantage (or disadvantage),
but that doesn’t mean that the possible strategies are balanced
Meta-game
The meta-game is the culture and game surrounding
the game.
Deck building/collection Availability of game components analysis or opponent strategies Must also be balanced If you fail to balance the meta-game, then the main game
can never be balanced
Example: A really rare card which is very valuable beats
nearly everything in-game
This isn’t balanced because some people will still have
access to it, and not others
The meta-game has granted them an advantage in-game
What is balance?
We talk and hear all the time about
games (not) being balanced
But what does this actually mean? Why
is the game balanced or not balanced?
Why do we care if the game is or isn’t
balanced?
Basically, game balance is getting the
numbers right to produce the desired "feel.“
We can adjust the numbers of things until
they all play nicely with each other, literally.
This can be more of an Art than a Science
Knowing what to change and how is definitely
something one needs to develop a feel for, though some general rules help.
Why care about balance?
Because your players will While there are fun games out there
which aren’t balanced, often they would be more fun if they were.
Generally, players will have more fun
when they feel like they have a fighting chance to win. If they don’t then the game loses a lot of appeal for them.
What are the numbers of the game?
If we include things like sports games, surely there
aren’t any numbers?
Actually, regardless of what the game is or how it is
played, there are usually tons of numbers, they may just not be quite what you’d think.
In any game, everything has stats. Stats are any number which matters to gameplay In a card game, one stat may be how much the card
“costs” to play.
In a sports game, it may be how fast the player can run, or
how much they can lift
○ RPG stats came from somewhere! ○ Ever seen a baseball (or other sports) card?
Running with our sports stats concept, if we consider
each player as having stats for things like how often they score and how fast they can run, we can build a team out of really good players
Technically, these stats are actually measurements, rather
than the sources for determining what happens, but the result is the same
On the flip side, we also have to pay the players’
costs: their salary
Really good players often cost more! Balance! There’s actually issues in the meta-game with sports
games.
They have mostly been solved by various rules Can you figure them out and their solutions?
No such thing as perfect balance
In practice, very few games are perfectly
balanced in every way.
Often, little things just escape notice Complex combinations of effects can be difficult
to find.. until thousands of players are playing..
But that’s fine, because perfect balance is
actually kinda dull
Overbalanced games - no variety, all moves the
same, not enough player choices
Basically, perfectly balanced games become too
easy to solve
What defines balance?
So, we know what balance is, basically, but
how do we draw the line?
If achieving balance is getting all the
numbers to the right places, how do we know where those places are?
This largely depends on what the game is
meant to be like
There can be multiple concepts of balance for a
game
Some people like more brutal games Others would rather just play casually Difficulty settings come into play here!
The balance of balance
Consider the game Super Meat Boy
is this game balanced? is it fun?
Super Meat Boy is a very challenging
(and unforgiving) game
And yet the mechanics all seem very
balanced
I’ve not formally checked this. Perhaps try it!
How about something like Farmville?
Really, we can set the bar for intended
balance anywhere we like.
We should just be consistent We can even have multiple bars, and let the
player chose the style they want (difficulty settings again!)
We can also choose a form of imbalance
If the game is imbalanced particular ways, it will
encourage people to take advantage or avoid that area of the game
We can use this to subtly control the player
populace or to test new mechanics
It can also be a point of the game!
Numeric relationships
Since we’ve defined balance as a system of
numbers, we should look at how that system
- f numbers works.
This is obviously something we’ll get into more
as we go along.
The basics of it are that all the numbers in the
game relate somehow, generally through the most important game resources.
We often tie most numbers back to a single
resource, so that we can balance the entire game against something like HP or gold. We can also use invented resources just for this purpose.
Costs/Benefits
We’ll get into this more tomorrow.
For now, lets define the concepts we’ll use.
First, everything can be reduced to either a
cost or a benefit
These are effectively opposite pulls on a resource;
they either increase or decrease your resources
If the balance of an element is too far off, we
will either need to increase its costs or reduce its benefits
Of course, which one we do depends on
whether we wish to keep the benefits or the costs the same.
There are four terms which we need for discussing
cost/benefit balance
Overpowered, Underpowered, Overcosted, and
Undercosted
You are probably familiar with the first two. An overpowered item is something where the
benefits outweigh any costs. This is to say that the
- bject cannot be balanced without reducing its
benefit.
This is in contrast with undercosted, where the
benefit outweighs the currently applied costs on the item.
People will commonly use overpowered to mean
both of these, but we know better. ;)
Underpowered is then the opposite of
- verpowered, that the benefit just isn’t
powerful enough to be worth anything; the costs just can’t be reduced any more (minimum cost)
Overcosted is where an element’s benefit isn’t
worth the existing costs and we can reduce them.
We define the terms overcosted and
undercosted to help us better describe what is wrong and needs to happen in the game’s balance.
Balancing the Meta-game
Clearly, deck building and card collection
are part of the meta-game in Magic (and similar games)
What’s the meta-game in say, a sports
game?
One of the core aspects to it is the building of
teams
Who plays for what team? Clearly all the teams
want all the best players.
How do we prevent the team with the most
money from having all the best players?
Sports games actually balance the meta-
game by having rules set by body.
These guys clearly understood games
American Football includes the following:
Drafts – Weakest teams choose first from
players who left their teams
Salary Cap: Players can only make so much.
This prevents wealthy teams from buying them
- ut.
Player limits: You can only have so many
players on your team.
These limitations prevent teams from
having all the talent available. They cannot hoard all the best players, and even the least wealthy teams can afford some of the best players since the players can’t make more on another team.
Combined with the draft, this means that
weak teams generally get strong players every year.
Magic: Balance What?
Richard Garfield obviously made some
errors when creating Magic. This is rather fair, considering it was kind of the first…
One of these was that the meta-game was
balanced wrongly. It was believed that rarity was actually a balancing mechanic for card value. We can say safely now that this simply isn’t true.
As Schreiber points out, Garfield can be
- forgiven. Who’d have thought, at that time, that
people would have spent thousands of dollars
- n a card game?
TCG balance is also made more difficult
in that it is difficult to “patch”
A computer game can just be patched with
mechanics changes
Once a card is released into the wild, the
most you can do is ban it or post errata.
Homework
What do [immersion levels] mean outside
- f games with controllable characters?
Some games may never really aim for such deep levels of immersion. Some are happy with the player being at the level of avatar
- r character.
What does it mean to be immersed in a card game? In a game of chess? What produces immersion?
How can Chess be made symmetric?