In this post, we’re going to discuss some ideas about game balance. A good mechanic and a great narrative can be destroyed if unbalanced inside the gaming universe. The logical here moves between many beta tests and iterative processes.
Rollings and Morris (2004, p.105-106) say there are three essential types of categories when we are talking about gaming balance:
➤ Player/player balance: we can find this kind of balance in multiplayer games (Destiny, Call of Duty, Battlefield etc.). The system creates situations for newbie and experienced players trying to create a scenario of good opportunities for all. Luck is an important component here and should be available to all players.
➤ Player/gameplay balance: this type of game usually offers a learning curve to the players. One important thing here is to develop a crescendo of challenges with some key process for the player. The more the player advances in the narrative, the more he/she has information to survive the challenge. The logical behind procedural rhetoric is finding here (http://gamingconceptz.blogspot.com.br/2013/01/procedural-rhetoric-and-games.html)
➤ Gameplay/gameplay balance: “means that features within the game must be balanced against each other”. This balance refers to things inside the gaming world and narrative; if a special weapon causes triple damage, sounds logic to cost three or more times than one that causes double damage. This kind of guide helps us to explore balance in the beta testing sessions. It’s important to thoroughly test the game to detect errors at first, but it is essential to create a balance that will generate a great experience for the player, while the game is running.
Reference: ROLLINGS, Andrew; MORRIS, Dave. Game Architecture and Design. New Riders: Indianopolis, 2004.
Rollings and Morris (2004, p.105-106) say there are three essential types of categories when we are talking about gaming balance:
➤ Player/player balance: we can find this kind of balance in multiplayer games (Destiny, Call of Duty, Battlefield etc.). The system creates situations for newbie and experienced players trying to create a scenario of good opportunities for all. Luck is an important component here and should be available to all players.
➤ Player/gameplay balance: this type of game usually offers a learning curve to the players. One important thing here is to develop a crescendo of challenges with some key process for the player. The more the player advances in the narrative, the more he/she has information to survive the challenge. The logical behind procedural rhetoric is finding here (http://gamingconceptz.blogspot.com.br/2013/01/procedural-rhetoric-and-games.html)
➤ Gameplay/gameplay balance: “means that features within the game must be balanced against each other”. This balance refers to things inside the gaming world and narrative; if a special weapon causes triple damage, sounds logic to cost three or more times than one that causes double damage. This kind of guide helps us to explore balance in the beta testing sessions. It’s important to thoroughly test the game to detect errors at first, but it is essential to create a balance that will generate a great experience for the player, while the game is running.
Reference: ROLLINGS, Andrew; MORRIS, Dave. Game Architecture and Design. New Riders: Indianopolis, 2004.
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