#1 Members - Reputation: 100
Posted 24 February 2012 - 06:06 PM
Even though I'm working on a project that has nothing to do with games, I figured this is still a good place to ask an advice about one game design issue I'm having.
I'm just wodering what approach you guys (especially experienced "big" games programmers) use when balancing a game with hundreds of variables. For example, games like Civilization, Heroes, Starcraft, etc, etc, have different units with different stats, and the question is, how are all these variables calculated to make them "balanced". Do you guys "handwrite" all the math formulas and such how those variables interact with each other and mathematically solve the values? Or is it an intensive testing for different options? Are there any software to help you with that?
I'm making a software that has tons of variables that interact with each other and figured I would ask about your experiences before I simple add semi-random values to them and start playing around trying to find the best match.
Thanks.
#3 Members - Reputation: 99
Posted 25 February 2012 - 03:46 AM
qis, on 24 February 2012 - 06:06 PM, said:
Even though I'm working on a project that has nothing to do with games, I figured this is still a good place to ask an advice about one game design issue I'm having.
I'm just wodering what approach you guys (especially experienced "big" games programmers) use when balancing a game with hundreds of variables. For example, games like Civilization, Heroes, Starcraft, etc, etc, have different units with different stats, and the question is, how are all these variables calculated to make them "balanced". Do you guys "handwrite" all the math formulas and such how those variables interact with each other and mathematically solve the values? Or is it an intensive testing for different options? Are there any software to help you with that?
I'm making a software that has tons of variables that interact with each other and figured I would ask about your experiences before I simple add semi-random values to them and start playing around trying to find the best match.
Thanks.
its almost impossible to perfectly balance the game. for example in RTS yu need to give every race units with great attack, units with great HP etc. yu need to make ever race "wanted" to be played. In SC for example, zergs are the ones that use their numbers. prottoses, however, use their powerful shields.
/_()R-
#4 Members - Reputation: 174
Posted 28 February 2012 - 05:29 AM
Civilization does not have balanced units, actually it should not have. If you reach a certain tech level you get access to uber powerful units that let you toast your opponent. It's completely unbalanced and very fun
Even Stacraft has no balanced units (althrough this is the kind of game that focuses on balance greatly), it has races balanced instead. Let's say that for example ghost in a poor unti. The nuke usually fails and everyone has detectrors and it is expensive. This unit is not balanced, you would never want to make a bulk of your army of it. But... if you place it staretegically, in a specific place and time or with a specific combination of units and use skillfully it might do incredible things no other unit can do. It is the knowledge how to use underdog units to spectacular results that make these games fun. If these units were all balanced... where the fun would be?
Heroes of M&M. I would be very surprised if they cared about balance upon design. They just tossed together cool sounding units and made sure dragon is much more powerful than goblin. Maybe they add the balance later, but still not as a top priority.
How to balance games.
Honestly, if you can balance your game using math then it usually means your game sux. The point of an interesting strategy is to make things hard to compare via math (like 10 fast and cheap zerglings vs 1 siege tank that needs to setup - no math formula will tell you which is better and comparing stats is of low use here because of other factors like terrain, presence of other units that are critical). It has some use for simple cases (like RPG weapons balance), but usually it is not that useful.
As for multiplayer games I have an extremely simple method of balancing. I compare how many players played which race and how many times they won. Then I boost the races that did poorly
#5 Members - Reputation: 192
Posted 28 February 2012 - 09:28 AM
#6 Members - Reputation: 152
Posted 28 February 2012 - 03:32 PM
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#7 Senior Moderators - Reputation: 1618
Posted 28 February 2012 - 03:56 PM
eugene2k, on 28 February 2012 - 03:32 PM, said:
rather than compute all those (mostly useless) permutations, the much simpler choice is to let your players actually play the game (i.e. tournaments), and tweak the balance when you notice a bias in results - in other words, the way Blizzard does it.
#9 Senior Moderators - Reputation: 1618
Posted 28 February 2012 - 11:43 PM
I'm pretty sure this (tiny) subproblem is on a complexity level close to that of Chess - a full game of StarCraft is far beyond any current ability to brute force.
#10 Moderators - Reputation: 3232
Posted 29 February 2012 - 12:30 AM
swiftcoder, on 28 February 2012 - 11:43 PM, said:
The number of combinations are practically infinite.
Now I know where you're coming from, because I've worked at a place where game designers were hired primarily for their mathematical/statistical skills, where games were perfectly balanced to the desired 'difficulty' down to a brilliantly tiny error margin. However, that doesn't work for all types of games.
With a game like Starcraft, you can make some rough guesses by analysing the numbers, but a true measurement must include statistically analysing it in the field.
#11 Members - Reputation: 152
Posted 29 February 2012 - 10:55 AM
Although I'm not too sure about starcraft being harder than chess.
#12 Senior Moderators - Reputation: 1618
Posted 29 February 2012 - 11:39 AM
eugene2k, on 29 February 2012 - 10:55 AM, said:
And I'm fairly certain the branching factor is also much higher: Chess has an upper bound of 28 possible moves per piece, for a upper bound of 896 possible moves per ply.
#13 Members - Reputation: 152
Posted 01 March 2012 - 05:07 AM
#14 Senior Moderators - Reputation: 1618
Posted 01 March 2012 - 08:54 AM
eugene2k, on 01 March 2012 - 05:07 AM, said:
Take the Planetary Fortress rush as an example. It requires stopping mining minerals after a couple of minutes (entirely counter-intuitive by normal StarCraft standards), and then flying a defenceless command centre into you opponent's base (also counter-intuitive).
This is less of a problem in chess, because a significant piece advantage usually indicates the outcome of the game - thus allowing you to prune the search tree whenever such a advantage is encountered. StarCraft doesn't really adhere to this principle, in part because it requires very little force to execute an unexpected coup de grace (i.e. snipe the command centre, the mineral line, or a vital part of the tech tree), drastically altering the outcome of the game.


















