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Showing posts with label digital. Show all posts
Showing posts with label digital. Show all posts

Game Balance

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.

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Talking about my new mobile game DOMINAEDRO

Last week my new game, DOMINAEDRO, landed at the App Store. The game is a strategic puzzle that mixes dominoes and tic-tac-toe. It’s is an abstract battle between two players that uses pieces of domino as weapons.

The game, originally, was analogic and was launched as an independent title in the beginning of this year. After lots of positive reviews from Brazilian (and even European) sites I decided to transform the analogic version into a digital game.

The game is very simple and I will share the main idea of the rules below. The game’s grid is arranged with nine numbers randomly selected by the system. In a decreasing order: the highest number will be allocated in the center, intermediate values will be around the highest one, and lower values will be on the corners.



Your starting hand has 3 domino pieces. The player with the lowest sum of numbers in a single piece starts the game. On your turn, you must try to put a single piece in the grid respecting the following rules:

1) A number in a domino can only touch a piece with the same number, or lower, in the grid.
2) Like in a domino game, pieces connected on the grid must have the same numbers.
3) Every time you choose a piece, the system will point out the spaces allowed for allocating on the table.



You earn points by dominating a sum on the grid. For that, you should be the player with the highest sum of numbers around a value. In case of a tie, the sum of the second values of dominoes sets the winner. In case of a tie in both sides of the dominoes, the winner will be the player with more pieces.

The game ends when you cannot allocate more pieces on the grid. Each piece not allocated is worth -1 point. Values of the grid that were not completely surrounded by pieces are scored normally.

If a player has dominated all values in a row, column or diagonal, they win 4 extra points for each line. The player with the most points wins the game. Check a short video demo with the game mechanics below:



You can download DOMINAEDRO for free. Click here for more information. I’m waiting for your suggestions, critics and improvements.

Go gamers!
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