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| Techniques for Achieving Play Balance |
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![]() DavidRM Staff Member since: 7/16/1999 From: Tulsa, OK, United States |
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| Very good article. Thanks, Tom! I was just reading the balance chapter in "Game Architecture and Design" (again) last night. Your article makes a very good complement to that. The fun part of maintaining a running game is distinguishing an actual "game imbalance" from a "clever use of the existing system." The former should definitely be fixed/tweaked, but the latter should be encouraged, I think. DavidRM Samu Games |
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![]() Zileas Member since: 11/10/2001 From: USA |
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| glad you liked it! Yeah, in a massively multiplayer game, one of the differences between imbalnace and cleverness is whether its breaks the game for others |
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![]() Anonymous Poster |
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| Good article. Concrete enough to provide a couple more tools for my design toolbox |
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![]() Anonymous Poster |
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| Hey Tom, nice to see you putting that high-powered education to work I'm sending this url to Duris, they could use some balance advice right about now. Trent aka Pok |
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![]() CGameProgrammer Member since: 7/30/1999 From: San Diego, CA, United States |
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| If a clever strategy can't be countered, then it's unbalanced. That's probably why games like Starcraft and Red Alert are given stat changes a while after the game is released - the designers look at what people are doing and realize some units are unbalanced when used in a certain "clever" way. ~CGameProgrammer( ); |
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![]() RolandofGilead Member since: 6/20/2001 |
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| Great article, made me realize I was doing a couple things wrong and a couple thing right. |
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![]() TechnoCore Member since: 1/6/2003 From: Sweden |
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| Great Article ! Really just what I needed right now, since we're a couple of friends just about to define the characters in our little rps Imho what you say is so easilly missed if you don't have a massive experiance of gaming. Often when I talk to people who play alot, but not insanly alot, they miss several of your points. |
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