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Does Mathematical Tuning Make Games Better?

simoniker writes "What do game designers need to know about statistics? Age Of Empires DS designer Tyler Sigman focuses on statistical topics that he believes should be understood by game designers, in a new article. His reasoning: 'In the game I just finished, we recorded data from play sessions and then set challenge levels in the game based upon the mean and standard deviation values from those recorded data. We set Medium difficulty to be equal to the mean values, Easy difficulty to be equal to the mean minus a certain amount of standard deviations, and then Hard difficulty equal to the mean plus a certain amount of standard deviations.' Would all games be better if they were tuned mathematically?"

109 comments

  1. Leave out "Mathematical" by AKAImBatman · · Score: 4, Insightful

    "Tuning" makes games better. Period. End of story.

    Since tuning is all about improving the feel of the game to the humans who will interface with it, it all depends upon the creator for how he wishes to accomplish this. In this case, the creator was looking for sweet spots that he was able to find through mathematical manipulation of sampled data. In other cases, using math to tune the results might give the game a clinical feel; something that's generally bad for video games. (Unless you're playing Trauma Center. :-P)

    So the question is pretty much moot. Creating a good game is an art form, but even art can benefit from a few structural calculations. :)

    1. Re:Leave out "Mathematical" by Anonymous Coward · · Score: 0

      Exactly. There must be at least *some* math in making things fun... even if the only math is how big to make the corridors, you'll want to employ the golden ratio.

      Setting difficulty based on means and standard deviations... doesn't really make much sense to me. If you can reduce difficulty to a number that you plug into a computer program... why limit yourself to three of them? Why not get a slider with a few dozen values or even give no choice and just push the player until it dies, a couple times, and figure out automatically the difficulty they need. And if you have to do actual work (locating spawns, making sure no horrible bottlenecks happen on accident and such) then why even bother with the number in the first place... just break up the players into 3 groups based on a skill test and tune each level 3 times.

      In general I think just starting with three different difficulties and tuning each to where you want it is probably better then "mathmatical tuning" if you only end up with 3 anyway.

    2. Re:Leave out "Mathematical" by Wandering+Wombat · · Score: 2, Insightful
      That's architecture... the blending of form and spirit, with the cold hard numbers that make it possible. A painting can be done with ANYTHING, and still fulfill it's role. If a building looks the way you want, but you forgot to carry some threes, you're probably going to kill some people, and go to jail for neglicence.


      More games need that kind of accountability. :)

      --
      I like to place meaningful quotes in my sig, so people will know that I know what meaningful quotes are.
    3. Re:Leave out "Mathematical" by Thansal · · Score: 1

      You are correct!

      Mathematical tuning is a good place to start, but basing everything off of it is NOT a good idea. You always need a base point, and what better base poitn to use then some cold numbers. However from there you need to test it out and see if the game is still FUN, and if it is not, what are the problems?

      I actualy have seen a few instances where developers knew the game was unbalanced (win/loss records always favored one team), however left it that way becasue the game was actualy more fun to play.

      --
      Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
    4. Re:Leave out "Mathematical" by Itchyeyes · · Score: 1

      It seems like the best way to go about tuning a game would be to employ a few mathematical methods and do the rest by hand. A mathematical model is only going to be as good as the data that you put into it. There's always going to be some margin of error. While statistical approaches could help developers tune a game quickly, there will still need to be manual adjustments.

    5. Re:Leave out "Mathematical" by rtkluttz · · Score: 1

      I disagree with tuning makes this better period. Take for instance the stupid insistance that all games nowadays have weapons balance. That is tuning where none was needed and "balance" has killed 1st person shooters online. A guy with a machine gun SHOULDN'T compete with a guy with a rocket launcher.. sorry. A guy that got lucky and got the best weapon in the game SHOULD go on a tear for a while while he has it. It makes it all the more sweet (and addicting) when you yourself finally manage to get the best weapon and go on a tear yourself for a while.

      Many many times, its the unpredicted and unintended things that make the games special i.e. rocket jumps, jump strafing, etc.

      --
      Digital is, by definition, imperfect. Analog is the way to go.
    6. Re:Leave out "Mathematical" by BlackEmperor · · Score: 1

      Mathematical tuning sounds like just an easy way of solving the hard problem of balancing a game. Balancing a game, of course, is just a kludge for shoddy AI in most instances.

      Everything revolves around what is being mathematically tuned. Is the intelligence of an object being tuned (cool) , or is the object just being given a x% production/whatever boost (sucks). Games that use the latter approach have that clinical feel to them, but this is the easiest method of tuning.

      --
      "all broken things dream of repair" - chris letcher
    7. Re:Leave out "Mathematical" by KDR_11k · · Score: 1

      The goal of balancing is to make every element of the game equal. That doesn't mean the machinegun and rocket launcher need to be equally good for killing stuff but the effort or risk needed to get or use them should make up for the difference. It is badly balanced if the RL and MG are both easily accessible but the RL is vastly more powerful. The BFG shouldn't just lie around in a random corridor, it should be placed in a location that's risky to get to so the decision whether to go get the BFG shouldn't always have the same result. I've read an article about balancing and it's important to understand that balancing isn't just power by itself but everything else as well (including costs, effort, etc). If one choice is always better than another choice that the game design considers valid you have an imbalance, if going to get the RL is always preferrable to getting the MG the RL is overpowered.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    8. Re:Leave out "Mathematical" by KDR_11k · · Score: 1

      Balancing is what makes sure that spamming one unit without a need to consider the game situation is not feasible. It doesn't have much to do with AI, in fact the biggest balance issues crop up with high-level human vs human play. The AI always uses things the way they were meant to be used, a human may find a way to apply things in a way that makes them game breaking. Sure, stupid AI is always a problem but that's not what game balancing is about.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    9. Re:Leave out "Mathematical" by jandrese · · Score: 1

      I disagree that tuning is just a way to work around an inferior AI. When you're only playing against the AI then tuning doesn't matter nearly as much since you can easily make the AI cheat to make up for its deficiencies. Where the tuning really matters is in PvP. If the player perceive (or even mathematically determine for themselves) that one faction/unit/tactic/etc... is "better", then you tend to get very one-dimensional online battles that get boring very quickly. If everything is about equal then you get variety and endless debate online as to which is "better".

      --

      I read the internet for the articles.
    10. Re:Leave out "Mathematical" by lostboy2 · · Score: 3, Insightful

      I'll hop on the agreement bandwagon. Mathematics alone does not make for a better game.

      Case in point: I once had a cribbage game where you could play against the computer and set different levels of difficulty. I quickly discovered that "Expert" level just meant that the computer got better hands more often -- it had nothing to do with the quality of the computer's strategy. After getting lousy hands several games in a row while the computer consistently drew hands like 4-5-5-6, I simply stopped playing. While "Expert" level was certainly harder, it was also not fun to play.

      So, while TFA has a point about statistics being important for game design, that's not much more profound than saying that vision is important for driving cars well.

    11. Re:Leave out "Mathematical" by C0rinthian · · Score: 1

      Jumping in FPS's is horrible. Thank you Gears of War for eliminating the possibility of Bunny-Hopping.

    12. Re:Leave out "Mathematical" by Thansal · · Score: 1

      grumble

      Bunny-Hopping is a VERY specific thing, related to the HL engine, having to do with gaining speed due to the funky way airspeed works.

      Peopel bouncing around like idiots is NOT bunny hopping, it is people bouncing around like idiots (and thus making them EASY targets that can't acuratly fire back).

      --
      Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
    13. Re:Leave out "Mathematical" by cliffski · · Score: 1

      I agree. It's that much *sweeter* if I come top of a BF2 team with just the anti-tank guys shotgun (my fave weapon) because I know it's generally thought of as pretty poor. If all the weapons are equal in balsnce does it really matter so much which one I decide to outfit with? I love the idea of fighting against the odds, or turning and running like nuts when I see the guns some other guys have got. People concentrate too much on scores, winning, and balance, when they forget the FUN bit.
      To be honest, I don't care that much if a game has balance problems, or there's an exploit that lets me slaughter the AI. Esp in singleplayer, the only person losing out is me. I play games to have fun, end of story. if I'm playing a SP RTS an I KNOW that a tank rush with unit X always wins, I just won't use them. My goal is to have fun, not to rack up the most *points*.

      games need more vision and passion in the design team. They certainly don't need to be more bland and clinical.

      --
      DRM-free indie games for the PC and Mac: Positech Games
    14. Re:Leave out "Mathematical" by SimHacker · · Score: 2, Interesting

      BlackEmperor writes: "Is the intelligence of an object being tuned (cool)" or is the object just being given a x% production/whatever boost (sucks).

      "Intelligence" generally does not have a "knob" that you can simply tune up and down. How smart a character acts is an emergent behavior that depends on many other factors in the system, themselves which include many tunable knobs like "x% whatever boost", and complex dynamic behavior scripted into the code.

      That said, you can still add more layers to tune the higher level behavior of the AI, which randomize the emergent behavior and diminish the effect of the "intelligence".

      For example, The Sims uses a complex dynamically tuned algorithm to figure out what action each character does next, based on scoring "advertisements": It asks all the objects in the house to enable and score all their action "advertisements", as the advertisement applies to a particular Sim at the current time. For example: the fridge's "fix dinner" advertisement is enabled in the evening; the toilet's "use toilet" action gets a higher score the fuller your bladder is; the bed side you usually sleep in remembers the relationship and raises the score, which increases when your energy is low, so it's more likely you will go back and sleep in the same place every time you're tired.

      That algorithm produces a list of all possible actions, which is sorted by score. But if perfect Sims always performed the first action with the highest score, it would have made the game frustrating and un-challenging. Because if you didn't interfere with the Sims lives, they would automatically always do the right thing all the time, without they player's help. They didn't need you, because they were theoretically smart enough to live the optimal most efficient life. (I think that's what BlackEmperor means by "a clinical feel".) Anything the player told the perfect Sims to do would only make their lives worse off. The game was more fun and engaging if player intervention was required to help the Sims be happier.

      So instead of choosing the first action on the list, the Sims choose randomly from the "n" top scoring actions. So "n" is a positive whole number that can be increased to "dumb down" their automymous behavior, and roughly controls how "whimsical" (or "stupid") they are.

      Of course that's all assuming the ideal virtual world in which all the advertisements are truthful, mathematically correct, in your best interest, internally and externally consistent, without any contradictions, and perfectly fair and balanced. Which of course they're not, because there are many false advertisements, exagerated scores, distorted curves, and arbitrary tweaks, hacks, quirks and ironies in the code (especially stuff written by twisted players like SimSlice), that make simulated life more interesting. So tuning "n" to different values has a non-linear complex effect over their "intelligence", and it's quite coarse with a small range of useful values.

      So of course you have to use lots of play testing to figure out the best value for "n", not pure mathematics.

      -Don

      --
      Take a look and feel free: http://www.PieMenu.com
    15. Re:Leave out "Mathematical" by whathappenedtomonday · · Score: 1
      well, there is quite a lot of math happening in our brains (and withing human behavior) at any given time, so this seems to be a valid approach, and the "clinical" aspects fully depend on how well you apply maths to your game (or app in general). See this article about the theory of our brain being a Bayesian computer or look up the math of for example traffic jams - they are quite "calculable".

      "Tuning" in general might be a good thing, but you need to base you optimization on something - why not math? The question is not moot at all...


      What I'm actually trying to say is that I don't have any mod points right now but consider your post to be overrated ;)

      --
      I hope I didn't brain my damage.
    16. Re:Leave out "Mathematical" by cswiger2005 · · Score: 1

      I would say that games with poor AI commonly use tuning to help the AI compensate against the human player, but then they also use things like giving the AI a large # of units to start with, or bigger/multiple enemy bases compared with the human's starting forces, etc-- the early C&C and Warcraft games were famous for this, for example.

      I would agree with the notion that tuning matters a lot in PvP, to make sure there isn't one "best unit" or "best weapon" that can be consistently used to win against people using any other units/weapons. This doesn't mean that you have to make every weapon equal in terms of "damage per shot" times "firing rate", but the game designer should make sure that it's at least possible for two decent players to compete with each other using various combinations of weapons or units and have one side or the other win at least some of the time.

      With units, newer games like AoE, the newer versions of Civ, or the Total War series tend to use a rock/paper/sissors appoach, ie, pikemen kill cavalry, cavalry kill archer units, and archers kill pikemen. Not only is that more interesting, it encourages people to try a "combined" arms approach with different formations and so forth that has a more realistic feel. Not that being "more realistic" is always "more fun", mind you, but making games complicated enough that the results aren't obviously predictable and where unexpected outcomes can occur generally gives you a game which is more enjoyable to play and has greater replay value.

      --
      "The human race's favorite method for being in control of the facts is to ignore them." -Celia Green
    17. Re:Leave out "Mathematical" by AKAImBatman · · Score: 1
      well, there is quite a lot of math happening in our brains (and withing human behavior) at any given time

      That's not really "math" in the way you mean it. It's a form of computations, yes, but closer to an analog computer than a digital calculator. The brain does arithmetic quite poorly.

      "Tuning" in general might be a good thing, but you need to base you optimization on something - why not math?

      Because the results of some random calculation will feel "cold" and not at all enjoyable. Or to put it another way, which one is more "fun"?

      - Starfox 64
      - Microsoft Flight Simulator

      Can you calculate what it is that makes Starfox "fun"? Probably not. Can you calculate the necessary parameters to make MFS "realistic"? Sure.

      Since there are no equations for the former, the game designer has to go by "feel" instead. Attempting to apply any sort of real models to the game would cause the Arwings to fall out of the sky as, I assure you, they are quite impossible to fly.

      What was done here was not a matter of tuning the game via a mathematical model. It was a statistical sampling used to determine the best adjustments for the Easy, Medium, and Hard settings. Which works quite well given that the designer often has no real "feel" for these settings and has to make a best guess.
    18. Re:Leave out "Mathematical" by Firethorn · · Score: 1

      And sometimes this needs to be tweaked. If the first thing everybody does is ignore the machinegun and rush for the RL/BFG, you may have a problem. If everybody with experience goes after the MGs soley, then you may be overbalanced the other way.

      'Day of Defeat' seems to have found a nice balance, people pick their guns based somewhat on preference, but also upon the needs of the map. Some maps you want every sniper you can get, others they're virtually useless.

      --
      I don't read AC A human right
    19. Re:Leave out "Mathematical" by demonlapin · · Score: 1

      Which game was it?

    20. Re:Leave out "Mathematical" by UnknownSoldier · · Score: 1

      > Bunny-Hopping is a VERY specific thing, related to the HL engine

      It was in Quake 1 first. Since Half-Life is a hybrid of Q1 and Q2, I'm not surprised it exists in HL.

    21. Re:Leave out "Mathematical" by albyrne5 · · Score: 1

      Purely to annoy you, I'm calling BS on this comment.

      Make with the proof or I shall forever assume that you were whipped 2 or 3 times in a row by the computer and then came up with this "the computer gets a better hand theory" in desperation.

    22. Re:Leave out "Mathematical" by Toymo · · Score: 1

      URL:URL:http://example.com/> Check Here There Are Coll Topics about Online Games >

    23. Re:Leave out "Mathematical" by @madeus · · Score: 1

      Bunny-Hopping is a VERY specific thing, related to the HL engine, having to do with gaining speed due to the funky way airspeed works.

      No, it's not - and it's been around a lot longer than 'Half Life'.

      Sadly, In most games bunny hopping doesn't make it much harder for people to fire back, which is the problem (e.g. as in the BF series - though Dice did eventually add measures to BF2 to this effect to try and discourage it).

      One reason it's particularly annoying is it can screw up hit detection (in large multiplayer games there is usually some element of CoF/client side hit detection to fudge things so you don't notice the combined delay between you and the server, and the other players and the server).

      GoW's approach (also seen in single player CoD) is the correct way to tackle the problem. The only reason developers leave the unrealistically high jumping mechanics in games is because it doesn't need as complicated map/engine development to handle it[1] and it's easier to animate.

      Allowing players to jump unrealistically also let's to you a be a bit more free and easy with your map design (as players are less likely to get stuck in certain areas of the map - e.g. wedged between an object such as a tree, rock or vehicle and a hill). If you don't let them bounce around you have to otherwise make sure they can always get out of whatever situation they get themselves into on a map (e.g. by climing up or around an object that's keeping them pinned in), which is quite a bit more work.

      The BF2 patched approach of forcing players to 'lower their weapon' and drain 'sprint' while jumping is not a bad compromise, it sadly isn't a complete deterrant though, particularly as it has instant recovery (they can fire immediately on landing).

      [1] You don't *need* to embed hints in a map to indicate what's sumountable by a player, but it can make things a lot easier to handle in the engine.

    24. Re:Leave out "Mathematical" by Impy+the+Impiuos+Imp · · Score: 1

      "The Computer Is A Cheating Bastard v. 3.2"

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    25. Re:Leave out "Mathematical" by Impy+the+Impiuos+Imp · · Score: 1

      I had Mac Othello on a Mac Plus (that's how long ago it was) and I played it vs. the Othello that came with the old Windows (pre-Win 95). With both on expert, the Mac one whipped the Windows one (I would have to make the moves the computer made manually on the other computer's open game.)

      So I set the Mac to easy, and let the Windows dominate until it was far beyond hopeless, something like 3 chips left for the Mac side with the Windows side very bloated. Then I jammed the Mac one up to expert, and it actually managed to pull out a win.

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    26. Re:Leave out "Mathematical" by Kelbear · · Score: 1

      MMOs rely heavily on numbers. I know that City of Heroes at least logs a stream of data on various aspects of player stats and usage, then use a program to wean out the relevant data they're looking for.

      A background in Econometrics or statistics would be a huge boon to MMO developers in charge of game balance. Massaging numbers to identify leading factors and weighting their impact on a result is the core function of this area of study. It's perfectly suited for MMO balancing.

      A heavily dumbed down example: If the economist can identify the weights associated with the variables in a formula for overall damage taken per second, they can figure out how to adjust gameplay for a desired result. Let's say there is X amount of damage taken by the enemy(Rate of fire X damage per hit) minus average healing rate Y (heal per second), and you have the resulting amount of aggregate health gain or loss which is the overall damage taken per second. Complications in this simple formula can be explained with more formulas, X = ROI times Damage per second times (average accuracy rate - accuracy debuff)

      It all works out quite simply though there may be several layers of depth. Since the data-logging readily provides these numbers over a very large sample(each player), balancing formulas out involves just a bit of math.

      An FPS for example makes things more complicated with the unpredictably stemming from human variability, but by too much more if there's sufficient data logging to graph out a large sample.

    27. Re:Leave out "Mathematical" by lostboy2 · · Score: 1

      I don't remember which game/company it was -- it was a long time ago (Win95 days).

      IIRC, it wasn't a name brand like Hoyle, though. I think it came in one of those cheap game packs (25 popular card games for $10!). You get what you pay for, I guess. :-)

    28. Re:Leave out "Mathematical" by lostboy2 · · Score: 1

      Ha! Well, I don't begrudge your healthy skepticism. Unfortunately, I can't remember the actual game title/company so I can't prove my claims.

      Now I am not an expert cribbage player by any means. I do remember, though, that I was beating the computer consistently on the Intermediate level, which was also not very fun and why I chose to bump it up to the Expert level.

      It's also possible that the hands would have evened out had I played 100 games on the expert level. But after the first dozen games or so, it seemed so lopsided that I didn't want to play anymore.

    29. Re:Leave out "Mathematical" by AutumnLeaf · · Score: 1

      I think probability is what should be used for game design, and statistics should be used to verify the design. Statistical analysis is especially important for complex systems where adjusting the value of a variable may have non-obvious side-effects. However, if every aspect of the game-play and mechanics somehow completely "checksums" or, for every buff there is an equal and opposite buff/debuff, then a game may well be in trouble. That kind of symmetry is boring.

      For example, in the first Warcraft, there wasn't much difference between the Orcs and Humans in terms of game mechanics. I seem to remember the spells being different, but otherwise pretty much everything the same. That wasn't nearly as interesting as future iterations in the game or WoW. And both in future versions of Warcraft, Starcraft, and WoW, a big part of the patching pertains to "tuning" all sorts of numbers that get plugged into combat formula's to keep the playing field even.

    30. Re:Leave out "Mathematical" by demonlapin · · Score: 1

      Oh, I had v. 1.0 of that one; it was Donkey Kong for the Atari 2600.

    31. Re:Leave out "Mathematical" by albyrne5 · · Score: 1

      OK, we'll call it quits ... but don't let me see you hanging out in dimly-lit Cribbage halls when you're 90 telling this tale to impressionable youngfolk!

      =)

  2. developers by the+dark+hero · · Score: 2, Insightful

    I always figured that there was some sort of mathematical tuning in videogames. I mean, there has to be a better way of balancing a game than just plugging in numbers by trial and error. Maybe its that i've played too many RPGs where math is an obvious factor, but every punch or every bullet has a numerical value right? It only makes sense to me that there would have to be some kind of number crucher on the dev team.

    --
    You constantly struggle for self improvement - and it shows.

    Hooray for bad Engrish on fortune cookies

    1. Re:developers by AKAImBatman · · Score: 1
      I mean, there has to be a better way of balancing a game than just plugging in numbers by trial and error.

      It's not trial and error. It's a binary search algorithm that executed within O(log n) time. :P

      Think of it like turning a knob back and forth, getting closer to the setting you feel is best. The "best" setting is the one with the most appeal to humans, and may not be the most realistic. Unless you're programming an accurate simulation, that is. In which case the players are usually willing to put up with the "coldness" of the interface in exchange for learning about the physical reality.
    2. Re:developers by zlogic · · Score: 1

      RPGs as well as strategies need math; FPS on the other hand are tuned in response to beta testers because the only parameters are weapon damage and the number of enemies, everything else like maps and positions are mostly made by trial and error, at least the audio comments in Half-Life2 Ep1 say so.

    3. Re:developers by Thansal · · Score: 1

      Yes, however if you have ever actualy played an FPS (say HL2) on different difficulty levels you will see that ALL they do is tune the damage. I am currently playing through HL on the hardest dificulty level (after having played through on normal a few times), and it is rather hard, but only because it takes more shots for me to kill things (this holds alot of weight as ammo seems to be avaliable in the exact same quanteties as in normal mode), and fewer shots to kill me.

      You are right about everything else beign tuned via lots of trial and error (I played through HL2:ep1 with the commentary as well), however that type of tunign is not about difficulty, it is about the basics of game play and thus have 0 bearing on mathematics (talking about training players, how training can be different, rewarding players, and what types of rewards can be used, and how they work etcetcetc).

      --
      Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
    4. Re:developers by Anonymous Coward · · Score: 0

      This wasn't game mechanics number crunching though. It was statistical analysis of data gathered from playtesters. The difficulty is "tuned" to the players. It's similar to grading on a curve.

      You set the high difficulty to be challenging to a reasonable percentage(say, top quintile), and the low difficulty to be challenging to the people at the bottom(bottom quintile). Using statistics(and given a good sample), the difficulty settings for high/low mentioned above can be determined. It eliminates a lot of trial-and-error work. It also links the difficulty to a useful real-world metric: the ability of the players.

    5. Re:developers by paeanblack · · Score: 3, Insightful

      It's not trial and error. It's a binary search algorithm [wikipedia.org] that executed within O(log n) time. :P

      Think of it like turning a knob back and forth, getting closer to the setting you feel is best.


      That method will only deliver a local maximum of a polynomial function. If your game has any complexity at all, your proposed method is even less useful than trial and error.

    6. Re:developers by TopherC · · Score: 1

      That method will only deliver a local maximum of a polynomial function. If your game has any complexity at all, your proposed method is even less useful than trial and error. I think you've hit the nail on the head here. Mathematical tuning can help fine-tune game parameters for one player one strategy or another. These are like finding a local minimum. But clever players will come up with clever strategies that would represent other isolated, remote minima.

      Even so, there are mathematical methods to search for these other minima as well, and I suppose they could be applied to the topic of game balancing. I very much doubt anyone has tried this yet (with any success at least).

      This article seems to be about adjusting for what's considered easy, medium, or hard, based on player statistics. There's nothing creative, unusual, or even important about that idea. I guess it involves mathematics a little bit but I'm completely unimpressed.

      More complex balancing is required for games like RTS and CRPG with strong strategic elements. Lack of good game balance is a common thing, and isn't given enough attention. If a game designer comes up with a great new unit ability or game mechanic, but it isn't carefully balanced, then it becomes either irrelevant to gameplay (under-useful) or makes everything else in the game irrelevant (over-powered). To actually add cool aspects to a game in a way that improves the playing experience is extremely difficult and requires careful tuning. So I would think mathematical techniques would be given more attention by developers than they seem to be.
  3. You call that "mathematical modelling"?! by 6350' · · Score: 4, Interesting

    We set Medium difficulty to be equal to the mean values, Easy difficulty to be equal to the mean minus a certain amount of standard deviations, and then Hard difficulty equal to the mean plus a certain amount of standard deviations
    Wow. If this is "mathematical modelling", then me swapping the coffee mugs out for wine glasses in my kitchen cubbard would be "advanced sphere packing analysis and optimization".

    Game tuning as more art than science. The goal is not to create an interestingly distrubuted difficulty curve, but to create an "easy", "medium", and "hard" amount of enjoyable challenge. Huge amounts of time can be (and frequently are) wasted focusing too-strongly on a "cool" and intriguing difficulty model that some under-experienced junior designer is all fired up about, instead of keeping the focus tightly and solely on the how the game actually feels.
    1. Re:You call that "mathematical modelling"?! by erikus · · Score: 1
      Wow. If this is "mathematical modelling", then me swapping the coffee mugs out for wine glasses in my kitchen cubbard would be "advanced sphere packing analysis and optimization".

      I found the title to be an overstatement as well. The designers just used simple statistics to adjust the difficulty and the article is describing it like they needed a PhD in math to figure it out.

      That being said, it's still a great idea. It may seem obvious after the fact but this is probably something a lot of game companies haven't though about.

    2. Re:You call that "mathematical modelling"?! by SnowZero · · Score: 2, Interesting

      The sad thing is the article teaches people the tools but not when to apply them. For example, it introduces the normal distribution, but no tests to check the normal assumption on a dataset are given. It also ignores the incredibly important subject of outliers. So in the end, he balances his game using a mean and variance, when its quite likely that a median and percentiles would have been better. Oh well.

      I am constantly amazed at how much game programmers know about the mathematics and algorithms for computer graphics, and how little they know of everything else. And if you want to help them out by writing something, it is usually the case that a crap article or book on the subject has already been written by a game programmer.

    3. Re:You call that "mathematical modelling"?! by pclminion · · Score: 1

      I am constantly amazed at how much game programmers know about the mathematics and algorithms for computer graphics, and how little they know of everything else.

      As a graphics programmer myself (though not for games), I can say that it's really mostly geometry. In order to get speed, the geometry is tortured into a form that can be difficult to understand, but ultimately it's just geometry.

      Even relatively simple mathematical concepts like sampling theory are above the heads of most day-to-day graphics developers. They have the algorithms in hand and know how to apply them but have little understanding of why they actually work.

      Several years ago I was writing a function which generated conic curves. My favorite graphics book wasn't handy, so I had to derive the standard finite-difference method from scratch (refers to a technique to generate the curves which has NO multiplications in the inner loop, very very efficient). Doing this requires knowledge of calculus, but only on a basic level. Sad to say, I don't think many graphics coders could do that because they just don't "get" the math. They rely on the fact that it's written in a book somewhere.

    4. Re:You call that "mathematical modelling"?! by Anonymous Coward · · Score: 1, Insightful

      I am constantly amazed at how much game programmers know about the mathematics and algorithms for computer graphics, and how little they know of everything else.

      Ah, I see that you are from the CS department at CMU. As it seems you are unaware let me relate to you a fundamental flaw in the general social environment of game development: game developers are not computing scientists. For the most part those constituting 'old hat' developers are self-taught and have developed a chauvinistic narrow-minded view of that which is pragmatic and applicable knowledge to game development. Eg, "You may have a Ph.D. in Physics but without being a C++ guru I feel I can belittle and admonish you for even presuming to enter my field." (Disclaimer: I am not a physicist).

      In my experience Game Developers are fair programmers but mathmeticians, physicists, and computing scientists they are not. The curiosity present in graduate researchers is absent from much of the lot, wherein there exists little desire to understand the slick new algorithm they picked up from SIGGRAPH. Yes, yes, exceptions do exist, but the Carmacks of the world amount to but a single percent of the greater whole.

      That said, I'm not certain they need to be, or should be, of the same character as those that pursue academics. Pragmatism allows games to release on schedule, and Designers pick up the curiosity slack in order to make the games fun. I simply wish the elitism would dissipate and the field could learn to accept itself for what it is: a commercial, industrial endeavour to meet a target market demand in order to produce sustainable profit margins. It is not amenable to creative computing research, but merely a consumer of the output of said research.

    5. Re:You call that "mathematical modelling"?! by RedWizzard · · Score: 1

      The sad thing is the article teaches people the tools but not when to apply them. That's going to be covered in part 3:

      In the rousing conclusion to this series, I'll be taking bits from parts 1 and 2 and then putting them together in ways that actually have some relevance to games. Or I'll croak trying! Could it be that you didn't make it to the end of the article?
    6. Re:You call that "mathematical modelling"?! by Joelfabulous · · Score: 1

      Wasn't the point of the article to apply some sort of scientific approach to game tuning? Sure, you can make the argument for tuning as "art", but what happens when the devs just make a downright stupid decision? In, say, a timed segment of a game where one has to manuveur (sp?) through a bunch of obstacles, the mean time will go up dependent on how difficult the section is. I've played games where some parts are insanely difficult for me to complete, yet other "more difficult" parts later on are a cakewalk. Do they factor in the mean time for reattempting a section? I have no idea, but it seems like a logical step. I agree with you in that the correction of that section of hypothetical gameplay would be more art than mathematics, but I believe that the article was focused more on the application of mathematics to hard data. That said, it didn't necessarily show how to apply the concepts therein directly to a game design -- but that's probably the challenge in being a game designer, no? The article seems well-written insofar that someone like me (a layperson, relatively ignorant in terms of mathematics) can grasp the concepts. I don't think it was meant to teach someone the practical application, since that's mostly achieved by going out there and doing it.

      --
      Sometimes I wonder if I think too much.
    7. Re:You call that "mathematical modelling"?! by FrostedChaos · · Score: 1

      Ah, I see that you are from the CS department at CMU. As it seems you are unaware let me relate to you a fundamental flaw in the general social environment of game development: game developers are not computing scientists. For the most part those constituting 'old hat' developers are self-taught and have developed a chauvinistic narrow-minded view of that which is pragmatic and applicable knowledge to game development. Eg, "You may have a Ph.D. in Physics but without being a C++ guru I feel I can belittle and admonish you for even presuming to enter my field." (Disclaimer: I am not a physicist).

      How is that narrow-minded and chauvinistic? It sounds practical and eminently reasonable to me.
      If you want to do X, and you're not very good at X, others will make fun of you, no matter how many PhDs you have in other subjects.

      A PhD is actually a very specialized qualification for a very, very particular field of research, like the high energy physics of certain particles. It's necessary to have if you want to be an important person in that field, but it won't help you in most other fields. Sad but true. It also doesn't mean you have common sense or the ability to work well on a team.

      In my experience Game Developers are fair programmers but mathmeticians, physicists, and computing scientists they are not. The curiosity present in graduate researchers is absent from much of the lot.

      Is it really absent, or is it just present about different topics? Perhaps game developers are interested mostly in things like gameplay.
      The topics you mentioned are more interesting to mathematicians and applied mathematicians. If you want to be a mathematician, you know where to go. (Back to college.)

      I simply wish the elitism would dissipate and the field could learn to accept itself for what it is: a commercial, industrial endeavour to meet a target market demand in order to produce sustainable profit margins. It is not amenable to creative computing research, but merely a consumer of the output of said research.

      I guess I haven't experienced any of the elitism you talk about. Then again, I've never worked in the game industry. I hear those people work long hours.

      --
      "Any connection between your reality and mine is purely coincidental." -Slashdot
  4. I bet Easy isn't actually easy. by onion2k · · Score: 5, Interesting

    I'm a bit of a fan of computer games. I've been playing them pretty close to my entire life. I'm 29 now and since the days of the Zx Spectrum I've probably played at least a couple of hours a week, often much more.

    Unfortunately I suck at games. My coordination is all over the place. I have NO patience. I play games for a laugh, I don't want to invest a great deal of time learning a game or practising it. I want to pick it up, play for a while, and be entertained. As a rule I always play games on Easy because I don't want a challenge. I don't want to get frustrated playing the same level over and over. I want that feeling of progression like I'm getting somewhere. I can honestly say that if I get stuck for more than an hour in a game it gets turned off and never switched on again. I make a mental note not to buy a game from the same people again.

    Easy is for people like me. Lazy, good-for-nothing "casual" players who have no skill to speak of and a life of some sort that means there isn't the time to learn perfection. I expect Easy to be easy. I very much doubt that "mean minus standard deviation" of some enthuiastic professional testers or Beta players is really going to be down at my level.

    Please, for the love of Mario, when you're writing a game, sit your mother down in front of it for a few hours and tweak the difficulty of "Easy" to something she can cope with. That way I might buy your sequel.

    Alternatively, give me God mode. :)

    1. Re:I bet Easy isn't actually easy. by WinterSolstice · · Score: 1

      I agree, and what I really like is when games take a metric (like failed attempts to complete a task) and use it to kick you to easy mode automatically. Devil May Cry is my favorite example of this. I *loved* the game on easy, and just couldn't stand it on normal/hard.

      Easy should be just that - easy. Makes me feel like I'm having fun, not getting a whipping.

      -WS

      --
      An operating system should be like a light switch... simple, effective, easy to use, and designed for everyone.
    2. Re:I bet Easy isn't actually easy. by Odin_Tiger · · Score: 1

      What I like even more is games that lower the difficulty of a given task after each, say, 3 failed attempts, and then return you to whatever difficulty you were at beforehand afterwards, or else allow you to switch the difficulty up and down without starting a new game. It's annoying as hell when you have to play an entire game on 'Easy' when you know you could do it on 'Hard' except for that one retarded level / boss / series of tricky maneuvers / whatever that you just can't seem to figure out the 'right' way of beating, or know what you have to do but can't seem to do it all in the same attempt, or whatever.

      --
      Unpleasantries.
    3. Re:I bet Easy isn't actually easy. by KDR_11k · · Score: 1

      As a rule I always play games on Easy because I don't want a challenge. I don't want to get frustrated playing the same level over and over. I want that feeling of progression like I'm getting somewhere.

      Feeling like you're getting somewhere and playing a level over and over again are not mutually exclusive, try playing e.g. Ninja Five-O for the Gameboy Advance, you die often but each time you get a bit further and then finally get to the end with a feeling of great accomplishment. I don't like frustrating replays either but to me frustration comes from losing without having a feeling that I understood what I did wrong. If I see where I messed up I can do better next time but if I don't see where my error was I'm inevitably going to repeat it.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    4. Re:I bet Easy isn't actually easy. by AKAImBatman · · Score: 1
      What I like even more is games that lower the difficulty of a given task after each, say, 3 failed attempts, and then return you to whatever difficulty you were at beforehand afterwards, or else allow you to switch the difficulty up and down without starting a new game.

      You mean like in Crash Bandicoot where you get a free Aku Aku to protect yourself if you die too many times before reaching the next checkpoint?

      Yes, that is a nice feature. Of course, I wouldn't have needed it if I had figured out earlier that I could use the double-jump on Dr. N. Tropy rather than trying to navigate the floating platforms. :P
    5. Re:I bet Easy isn't actually easy. by Boronx · · Score: 2, Interesting

      Sid Meir Solved this problem years ago: Have a whole slew of difficulty levels from braindead to impossible. Somehow I doubt he needed much math for the easiest Pirates! level, where it's nearly impossible to lose in any situation, and in a few minutes play time you are god of the sea.

    6. Re:I bet Easy isn't actually easy. by cain · · Score: 1

      Ah - I see we have a Progress Quest fan here.

    7. Re:I bet Easy isn't actually easy. by rkanodia · · Score: 1

      Penny Arcade had a good take on that feature.

    8. Re:I bet Easy isn't actually easy. by ShawnMcCool42 · · Score: 1

      Your perspective is perfectly valid and respectable. Who really wants to sit down and waste all that time in front of a machine?

      Nonetheless, as the kind of guy who DOES like to do so, I find your statements amazingly offensive.

      Of course, I am at least self aware enough to not think ill of you and your lifestyle. Different strokes for different folks.

      I have no idea why I even made this post...

    9. Re:I bet Easy isn't actually easy. by blahplusplus · · Score: 1

      "Unfortunately I suck at games. My coordination is all over the place. I have NO patience."

      And unfortunately, it's people like yourself that take away what makes games great: Interactivity and the depth of control and manipulation you have over you virtual character. That sense of control, the challenges that you overcome while learning a game are what make games great to begin with.

      Imagine prince of persia on "automatic" where the computer navigates the level and fights for you. Not a game I would want to play anytime soon. Yet Japanese RPG's are going increasingly the way of automated gameplay. I hate automated gameplay with a passion, why not just put the character on autopilot and watch the whole game?

      The whole draw for me to video games was that I was *actually involved* in that sword swing, I chose where to swing, how hard, what spell to cast. The greatness of video games is in the greatness of decision making, even if those decisions are abstracted by pressing buttons and pulling joystick levers, it is still just as satisfying as clicking through menu's in Civilization 4 when deciding how to manage and grow a City.

      Take decisions and control away from gamers, and you don't have gaming anymore. You have computer generated 3D movies,
      and bad ones at that. Where you navigate a few menu's and then hit "autopilot", sit back, eat your dinner, go to the bathroom.

      I'm sorry but gaming is about interactivity, if you can't commit time to gaming then you're not playing the right games for you and should rethink your hobby completely. The whole reason games are what they are is because it allows one to interact in and do things and make interesting in world.

    10. Re:I bet Easy isn't actually easy. by Vellmont · · Score: 1


      I expect Easy to be easy. I very much doubt that "mean minus standard deviation" of some enthuiastic professional testers or Beta players is really going to be down at my level.

      Maybe, but that would be a problem of not getting a representative sample. Statisticians aren't normally fools. They know that anyone willing to sign up for a beta isn't going to be a good sample of the people who buy the game. They can either try to somehow correct for this based on previous data (beta players are 30% faster at finishing the level than the real players) or some other correction technique, or work hard to make sure they get a good representative sample in the first place.

      --
      AccountKiller
    11. Re:I bet Easy isn't actually easy. by Anonymous Coward · · Score: 1, Insightful
      And unfortunately, it's people like yourself that take away what makes games great: Interactivity and the depth of control and manipulation you have over you virtual character. That sense of control, the challenges that you overcome while learning a game are what make games great to begin with.


      In YOUR opinion.

      Some people find micromanagement tedious as hell, some people get off on having to tell each individual unit in a strategy game what to do. Some people have physical disabilities that mean they CAN'T, no matter how hard they try, bounce Mario up a vertical wall by hitting the jump button three times with split second precision, some people get a huge rush when they finally succeed at something that pushes the limit of their reflexes. Some people like to explore gameworlds, and combat is just this thing they have to put up with to do it, other people could care less about the world as long as the combat mechanic is fun.

      All of them are right.

      Game makers have the right to target whatever market they think will be most satisfying (profitable, high-status, whatever criteria they chose to use). And if you're not in that market, I'm sorry, but you don't get to kick everyone else out so they have to cater to you.
    12. Re:I bet Easy isn't actually easy. by Sigma+7 · · Score: 1
      I hate automated gameplay with a passion, why not just put the character on autopilot and watch the whole game?


      Angband has a fully automated AI player. While it works, it does have some quirks and sometimes gets perma-killed.

      That being said, fully automation only works if the gameplay style has a predictable combat system that the player is fully able to control. As soon as there's something that wrecks automation, the player needs to switch to damage control mode.

      Here's some examples of some nasty things:
      - Attacks that damage items/weapons/armor. Automation can take care of this, as long as your characters don't get crippled.
      - The "Sneeze" attack from FF6 or variants thereof. Your team is automated perfectly, but begins to buckle with one character missing.
      - Involuntary actions - while automation can take care of this before it becomes a problem, they can sometimes cascade.

    13. Re:I bet Easy isn't actually easy. by FirienFirien · · Score: 1

      If you can't commit time to gaming

      I think you should rethink the meaning of the word "game". Chess players don't want to have to play against Deep Blue every time; it's more fun to be able to play a game where you can win, and you shouldn't *have* to invest time into enjoyment. Varying difficulty settings are there for those who want a greater challenge. For you the challenges that you overcome while learning a game are what makes games great to begin with. For others, games are a way to relax away from the world, and shouldn't have to require top-level strategy, rerolling, revert scumming, and all that shit.

      Everyone has their own way to have fun. Don't scorn people just because they don't want to put in the time to become hardcore.

      --
      Browsing with +2 to insightful posts and a higher threshold makes the average post seen seem a lot more ingenious
    14. Re:I bet Easy isn't actually easy. by Neeth · · Score: 1

      I'm sorry but gaming is about interactivity
      I think gaming is about having fun. You like to put a lot of effort in it, to win, to beat the computer. For others it is laughing at that little funny guy that jumps in the air when you push the spacebar.

      --
      Yes, I am the one with the legendary sig.
    15. Re:I bet Easy isn't actually easy. by grumbel · · Score: 1

      ### Interactivity and the depth of control and manipulation you have over you virtual character. [...] Imagine prince of persia on "automatic" where the computer navigates the level and fights for you. ###

      Interesting that you mention Prince of Persia, since that game (SoT, but also the former 2D ones) is in large part what I call an "on-rails jump'n run" and its good exactly because of that. What I mean with 'on rails' becomes obvious when you compare it with a standard FPS.

      In a FPS you basically control a cylinder in a polygonal world, you can move it around, you can make it jump and do stuff, all your actions are almost 1:1 applied to that cylinder and that cylinder interacts in very primitive ways with the polygonal environment. For example if miss a ledge, you simply fall, if you want to shoot at something you have to pixel-perfect align your gun to hit and stuff like that. You control your avatar in a very exact fashion in those games.

      In PoP on the other side you don't control a simple cylinder, instead you control an 'actor', if you miss a ledge you will not fall, your actor will grab the ledge. Same if you want to walk over a narrow bar, the game requires you to do a bit of balancing, but opposed to a FPS games, in PoP you simply can't fall from that bar, since your actor automatically makes sure that you follow the right path and simply hold on to that bar when you lose balance. This continues with the fighting system, instead of having to exactly pixel-perfect perform an action you just press the jump button and then the sword button and the Prince will perform crazy acrobatic stuff, for most part completly automatically.

      That doesn't mean that interactivity isn't important, what it however means is that pixel-perfect control isn't needed or even good for a game. Imagine there would be a perfect game controller that could track all your body movement, now that would be quite some fun for a while, but you could also say good bye to all the crazy acrobatic stuff, since you simply couldn't perform them, you would be limited to moves that you yourself could actually perform, quite a though limitation.

      Games aren't about how perfect your actions are mapped into a game, but for most part quite the opposite, games present you a crazy world in which you can control an actor, this actor will perform your commands, but he will perform them in a large part on his own, you say jump and he will figure out to move his feed to actually perform it. The important part is to limit the commands to a good subset, so that you neither have to give exact orders about each and every totally unimportant detail nor to just give a command and then 'watch of movie' type of situation. Games are about meaningful interaction with the gameworld, it is important that games give you the choice when you need it, but a lot of choices can really be done automatically by the game itself.

    16. Re:I bet Easy isn't actually easy. by WinterSolstice · · Score: 1

      Yeah - that looks familiar :)

      I caught a *lot* of crap about having to play DMC in easy mode, but what can I say? I suck :)

      -WS

      --
      An operating system should be like a light switch... simple, effective, easy to use, and designed for everyone.
    17. Re:I bet Easy isn't actually easy. by Impy+the+Impiuos+Imp · · Score: 1

      All computer chess games increase the difficulty by making the opponent play smarter.

      No chess game ups the difficulty by adding pawns and bishops to the other side (more opponents but rules otherwise stay the same and equal), or giving the knights the ability to jump in L or F or Z patterns, or lets the rooks move on diagonals like queens, (different, "easier" rules for computer) or, worst of all, gimping your side (harder rules for you = doubly lame because not only do you not play by the same rules, but you're a wimp compared to normal mode.)

      Warcraft III pursued this latter method, where you units were gimped vs. normal gameplay (e.g. towers outshoot meat wagons normally, but in hard mode, they do not, forcing you to bum rush meatwagons or they'll slowly tear your towers down at no threat to themselves.)

      This strategy is the lamest of all, and indicates embarassingly poor design on the part of the Warcraft III people. (And if you're looking for a squad-based RTS, I would suggest the infinitely superior Sacrifice.)

      --
      (-1: Post disagrees with my already-settled worldview) is not a valid mod option.
    18. Re:I bet Easy isn't actually easy. by timftbf · · Score: 1

      Starfox Adventure. Test of Fear. Well over 100 failed attempts, including all of the barrel-dodging and platform-jumping required from the previous save point. Traded-in in disgust.

      I really liked the game, despite the less-than-glowing reviews - it's everything I enjoy in a Rare title, in exactly the same way I'm loving Kameo and Viva Pinata now. But that insane difficulty spike stopped me from seeing half of more of the game.

    19. Re:I bet Easy isn't actually easy. by FirienFirien · · Score: 1

      In hard mode, it's hard?!

      /dies

      --
      Browsing with +2 to insightful posts and a higher threshold makes the average post seen seem a lot more ingenious
    20. Re:I bet Easy isn't actually easy. by blahplusplus · · Score: 1

      "That doesn't mean that interactivity isn't important, what it however means is that pixel-perfect control isn't needed or even good for a game."

      I agree but more and more games are taking players OUT of the game. See FF12, where you just run around navigating the whole game. That was the most tedious FF I have ever played, I was not involved all I did was navigate I did not feel my actions had impact on the world, as everything was automatically done for me.

      The problem with automating gaming too much is that you mind as well just put a bot into the game and have the bot run the level perfectly for you.

      It's interesting you mention prince of persia's 'automatic' features, the fact is the took the ANNOYING parts of the game away (i.e. missing the jumps if you barely make it to the edge) the fact is you can STILL MISS JUMPS, prince just makes the jumping parts of the game easier by putting a rule into the game saying "If he was x close to ledge, grab ledge". That's it, the do NOT take the interactivity away.

      Prince of persia sands of time in my opinion is the pinnacle of great game design. As well as god of war. Two games that rate AAA on my gaming list of what gaming really is about at its core: Interactivity.

  5. Absolutely... by __aaclcg7560 · · Score: 0, Offtopic

    It's always better if the answer to 2 + 2 = 4 instead of some null value that the programmer doesn't catch until after the game is released.

  6. Statistics to Tune by Dan+Slotman · · Score: 1

    The article is essentially a fluff piece, but crammed between the useless paragraphs were occasional nuggets of practicality. The important thing to take away is that numbers are important in data models (which is what balancing a game involves.) Statistics is one way to quickly and abstractly summarize a lot of numbers. Read on for a boring, detail-oriented analysis:

    While the article doesn't present it well, I think that the author probably is very good at tuning games. He doesn't come right out and say it, but it is important to target the statistics you are gathering to address some issue. For example, the example of "time to level" in an RPG shows consistent times with one outlying data point much lower than the others. The author leaves it as a hypothetical question, but this is a clear sign of an overpowered class or an exploit. However, if the data from this same example had instead been "damage done" or "quests attempted" or "distance walked" by players, it is doubtful that this same issue would have been noticed.

    As a futher example, the statistics in designing a trick-taking card game would be different. The power of choosing trump could be modeled by how many tricks are taken with trump on average. The number of tricks per hand could change the accuracy (and relative risk) of bidding, so recording the average bid between design iterations could be useful.

    1. Re:Statistics to Tune by KDR_11k · · Score: 1

      I've seen people use stats like DPS, DPS per cost, HP per cost, etc for tuning RTS units, sometimes the numbers suggested imbalances that weren't really there because the numbers didn't include some factor that shows up in actual gameplay (most commonly micromanagement which tends to mess up many calculations). I think it is a good question if you should check numbers to look for imbalances and do tuning from the numbers or if you should rely on playtesting only.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Statistics to Tune by Dan+Slotman · · Score: 1

      Balancing by numbers/statistics should only be done once the raw gameplay is already in place. If you don't have a playable implementation, balance discussions are purely hypothetical with all the false dilemma and overlooked factors that implies. Once an actual problem or imbalance is identified, numbers can be used to figure out a better value. I expect this applies to computer games as well, but all my experience is with board and card games.

      Another interesting thing to note is that extensive use of numbers in balancing can blind people to the basic structure of a system. For example, in a turn-based system, variable hitpoint gain and energy/mana gain coupled with variable ability costs (between classes) is the exact same thing as a fixed energy and hitpoint gain and variable ability costs. The ratio is constant, so the implementation of the ratio can be simplified.

  7. Yes, but it should affect the probability of event by Anonymous Coward · · Score: 0

    I can still remember a number of games where an archer had an equal probability of defeating a tank. In the real world, the tank will almost always beat the archer. The mathmatics in the game should reflect reality (or the virtual reality). If a character is tougher or more powerful than another character, that ratio should be reflected in the results of the contest between the two characters. This means the more powerful character should have more than a 50-50 chance of victory, likewise the tougher character should have a lower probability of incuring damage. In this way, game play can be improved.

  8. Too easy? by Odin_Tiger · · Score: 1

    As I understand it, they are basically making 'Hard' be 'As hard as possible and still beatable based on previous user performance'. I would get bored with a game like that and stop playing it after not very long. Back in the day, I was pretty good at Starcraft (not as good as some of those disgusting fast Asian kids these days, but pretty good still.) Know how I got that good? Getting my ass handed to me over and over again, finally winning, and then designing an even more diabolically difficult level for myself. Lather, rinse, repeat. Same basic principle goes for just about any game I've invested time in and gotten good at...you get better by losing and learning from the mistakes that made you lose, not by just barely winning over and over again. That's just boring.

    --
    Unpleasantries.
  9. Not exactly rocket science by sottitron · · Score: 1

    Means and standard deviations are not exactly mind bending statistical exercises. I wonder if they accounted for different biases in the data from their "play sessions." Who was playing these games and what was their motivation for being there? Were they industry people? Developers? Testers? Beta Testers? and etc...

  10. Sims Designer Chris Trottier on Tuned Emergence by SimHacker · · Score: 2, Informative

    Sims Designer Chris Trottier on Tuned Emergence and Design by Accretion

    The Armchair Empire interviewed Chris Trottier, one of the designers of The Sims and The Sims Online. She touches on some important ideas, including "Tuned Emergence" and "Design by Accretion".

    Chris' honest analysis of how and why "the gameplay didn't come together until the months before the ship" is right on the mark, and that's the secret to the success of games like The Sims and SimCity.

    The essential element that was missing until the last minute was tuning: The approach to game design that Maxis brought to the table is called "Tuned Emergence" and "Design by Accretion". Before it was tuned, The Sims wasn't missing any structure or content, but it just wasn't balanced yet. But it's OK, because that's how it's supposed to work!

    In justifying their approach to The Sims, Maxis had to explain to EA that SimCity 2000 was not fun until 6 weeks before it shipped. But EA was not comfortable with that approach, which went against every rule in their play book. It required Will Wright's tremendous stamina to convince EA not to cancel The Sims, because according to EA's formula, it would never work.

    If a game isn't tuned, it's a drag, and you can't stand to play it for an hour. The Sims and SimCity were "designed by accretion": incrementally assembled together out of "a mass of separate components", like a planet forming out of a cloud of dust orbiting around star. They had to reach critical mass first, before they could even start down the road towards "Tuned Emergence", like life finally taking hold on the planet surface. Even then, they weren't fun until they were carefully tuned just before they shipped, like the renaissance of civilization suddenly developing science and technology. Before it was properly tuned, The Sims was called "the toilet game", for the obvious reason that there wasn't much else to do!

    Here are some questions and answers from the interview with The Sims designer Chris Trottier:

    [...]

    Q: On paper, a game where you simulate daily life doesn't sound that interesting. Yet The Sims is really fun to play, so much so that it is now the biggest-selling PC game ever. Although any development team working with Will Wright has to feel confident in the product they are creating, has the unbelievable popularity of the franchise shocked even the development team?

    A: Absolutely. When I was first assigned to The Sims, it was not-very-affectionately-known within the company as "the toilet game." Will Wright had tremendous stamina for the risk involved with trying something very new, but there were certainly a lot of head-scratchers both on the team and outside of it. In all honesty, the gameplay didn't start to really come together until a couple of months before ship. Being involved in that tuning process, and seeing the game take shape from what had previously been a mass of separate components, was one of the most powerful experiences of my career.

    [...]

    Q: What makes The Sims massively popular with female gamers, who traditionally don't make up a big number of gameplayers?

    A: It's so hard to answer that question without making broad, sweeping statements that anyone of my gender would probably resent. But... I can say that there are several untraditional forms of gameplay in The Sims. For instance, there are many people who spend most of their time decorating and redecorating their homes. Since there's so much user-created content being posted on websites, they spend a lot of time collecting more looks to add to the game. There are also a lot of people who enjoy having a fantasy life where they get to call the shots... for good or for bad. I've heard a lot of stories

    --
    Take a look and feel free: http://www.PieMenu.com
    1. Re:Sims Designer Chris Trottier on Tuned Emergence by AKAImBatman · · Score: 1
      The essential element that was missing until the last minute was tuning: The approach to game design that Maxis brought to the table is called "Tuned Emergence" and "Design by Accretion". Before it was tuned, The Sims wasn't missing any structure or content, but it just wasn't balanced yet. But it's OK, because that's how it's supposed to work!

      Long story short: you throw all the game elements in a pot, then figure out how to fit them together in a way that's "fun". Failure to do this results in a failure to make a game.

      While I really have to apologize to the author of the game for using it as an example, 2H4U (Too Hard for You) demonstrates exactly what happens if you throw all the elements in the pot, but don't take the time to balance and tune them. All you get is a lot of game elements in play, but with gameplay that is more of a chore than anything entertaining.
    2. Re:Sims Designer Chris Trottier on Tuned Emergence by drinkypoo · · Score: 2, Insightful
      While I really have to apologize to the author of the game for using it as an example, 2H4U (Too Hard for You) demonstrates exactly what happens if you throw all the elements in the pot, but don't take the time to balance and tune them

      to be honest, I read the name and the premise and decided not to download. there is no reason for the premise to be exciting. it's more of a demonstration when you throw all the elements for one meal into one pot, and all the elements for another meal into another pot, and then accidentally combine the two pots.

      Not to mention the inexplicable decision to name a game "too hard for you". Is it? Hell with it then. I'll go play some Gate 88.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    3. Re:Sims Designer Chris Trottier on Tuned Emergence by AKAImBatman · · Score: 1

      Sounds like you got the point. :)

  11. right idea, wrong direction by tyroeternal · · Score: 1

    you are right in that a rocket launcher should easily outplay a machine gun... but your missing the purpose of the tuning. the tuning in an fps game wouldnt take place on making the guns do equal damage... but making the damage and the level design create an even playing field.

    designers can balance a map out by varying the level design, so that one weapon can be the advantage in one area, while other areas are better suited by other weapons... giving one weapon the advantage at all times it not an enjoyable, nor is a game where no one has the advantage. another option is to break the key elements apart for example: lower shield plus good gun on one side of the map... with the better shield and health on the opposite side.

    1. Re:right idea, wrong direction by Thansal · · Score: 1

      An exelent example of risk/Skill vs reward would be QIII maps. The standard required to get the rail gun is to put yourself in a compramised position (requires a LONG jump that leaves you open, place it on a platform where you have 0 cover, etc), and often it requires atleast some level of skill to get as well.

      So there is a pay off for a rather heffty reward.

      On the flipside I can easily balance a rocket launcher vs a MG, how? For the RL tweak up reload times, tweak down projectile speed and walking speed, and give it MASSIVE DAMAGE. for the MG make it very rappid fire, very large clip, but lower ACC and per projectile dmg (and make it hit scan).

      I have now given you 2 weapons, one lets you destroy anything in one area, however you are vulnerable before/after. The other lets you blanket an area (hallway?) with sustained cover fire. what is the better weapon? (I vote for option 3, small lightwight, quick reload time, and acurate SMG/pistol, but that is just what my play style works with).

      --
      Do Or Do Not, There Is No Spoon, There Is Only Zuul. Everything in the above post is probably opinion.
    2. Re:right idea, wrong direction by try_anything · · Score: 1

      I don't think balance is a good idea if it means every weapon, unit, or strategy has a use on every map. Maps should be unbalanced. The advantage goes to the player smart enough to figure out which weapons, units, or strategies are effective on a given map.

      That can ruin the replay value, but replay value is somewhat inimicable to the "Aha!" moment you get when you realize the key to a map. Sure, after you figure out the killer strategy on a map, it isn't challenging anymore, but you get a rush from figuring it out, and you can apply that insight to more complicated maps. It's like solving a math problem or a chess exercise.

      Real life situations are usually unbalanced, too. One strategy dominates, one side has an unbeatable advantage -- but the actors may or may not figure it out in time to take advantage of it.

    3. Re:right idea, wrong direction by Calinous · · Score: 1

      A machine gun is much more accurate than a SMG - as long as you are not shooting point blank.
            Machine guns (light machine guns at that, 7.62 or more mm caliber) have wind adjustments on sights, can shoot cover fire at 600m, have iron sights for up to 1000m, and can fire rather precisely (antisquad automatic fire) at 300m. Machine guns (7.62mm - not squad automatic weapons) can fire to 1500m.
            SMGs and pistols are only usable when you see the white of the enemies' eyes.

  12. Bad to do automatically by Secret+Rabbit · · Score: 1

    I've played games that have done this in the past and done it wrong.

    Basically, the game "watched" me get better at playing a certain level of the game... unsuccessfully. But, apparently it saw that I was doing soooo well, that it decided to increase the difficulty without telling me. Which actually made me continue to fail to complete the level. Quite frustrating, not to mention annoying to have to keep an eye on the difficulty level so that it doesn't go beyond what you want.

    IMO, Ratchet Deadlocked did it right. If it sees you having problems/too easy, Clank says something along the lines that if you're having problems or what a greater challenge, you can adjust the difficulty at load. If you don't and continue to perform in this way, it'll actually pop up a dialogue box asking you if you want to change the difficulty at the next death (haven't experienced the way it does it if you're too good ;)).

    Basically, auto adjust can only be done correct for a certain amount of people, but will piss others off. Do it the Ratchet Deadlocked way. It'll give a hint to the player and leave the final decision up to him/her.

    1. Re:Bad to do automatically by overkill1024 · · Score: 1

      Just another example, but Elder Scrools 4 Oblivion really drives this point home. The concept appealed to me, sandbox gameplay with monsters that level with you, but I discovered as did others that it's not so simple. Upon looking at reviews I found that the only way to beat the game was to micro-manage your character and pick a class with skills you don't want so you don't level up as often. There is no built-in difficulty setting and isn't much of an explination in the game either. By the time I figured this out it was too late; I cold fight some enemies but only one at a time and I would have to wait to recover my health betwen fights, I even fond myself standing on rocks and using other explots to kill enemies that would normally kill me in two strikes. There are of course mods availabe now that fix this problem but I don't have the time or motivation to go back and start a new game. The game -does- look good, but it is a clear example of how this system can work against the player.

      Not that the concept is bad. The fact that Oblivion allows non-linear play is one of the main factors in the dificulty of keeping the game consistant. I agree with the parent except I feel that it can be done automaticly to an extent, or the option should be there. Mario Kart 64 comes to mind. The more racers that are ahead of you the better your wepons are and anyone who is behind you is faster. Ultimately though it boils down to user prefrence and the "tuning" of the game in general.

  13. AOE DS was tuned? by MacBrave · · Score: 0, Offtopic

    It doesn't appear that the developers of AOE DS tuned the game, mathematically or otherwise. The game frequently locks up on my DS, and there is a known bug regarding the length of your profile name which can cause a lockup.

    1. Re:AOE DS was tuned? by C0rinthian · · Score: 1

      What does this have to do with gameplay tuning?

    2. Re:AOE DS was tuned? by MacBrave · · Score: 1

      What's the point of gameplay tuning in the first place if bugs cause frequent lock up and crashes?

    3. Re:AOE DS was tuned? by C0rinthian · · Score: 1

      It's like complaining that a car handles funny when it has a flat tire. (Woo! Car analogy!)

  14. How much tuning can you do these days? by c0d3r · · Score: 1

    These days with the hardware doing all of the calculations, how much tuning can you actually do?

  15. Difficulty levels by kirun · · Score: 1

    I recall Thief had game modes called "Normal", "Hard" and "Difficult" (or names to that effect), and they weren't kidding. I really could have done with an "Easy".

    --
    I'm scared of numbers that can't be written as a fraction. It's an irrational fear.
  16. my take by dosboot · · Score: 2, Insightful

    I'm a mathematician and amateur game programmer. The problem I have with tuning is that you aren't paying attention to the actual game design when you make stupid changes like adjusting health/damage parameters. Games can be equally hard but not equally fun. If a boss (or level, or anything) is too hard then maybe the problem is with everything else in the game up to that point which did not prepare the player for that challenge. i.e., the player should have had opportunities to learn the techniques needed (which themselves can either logical techniques or twitch techniques). The same goes for something being too easy: you've in effect over prepared the player to beat X and need to add more depth to your game (different things to master) or make the game shorter.

    You don't want to end up with a game that plays like a steady hike up the side of a foothill. These games are only 'hard' because you aren't stimulating the player to learn. A fun game has hills and valleys which in the end has the player standing on top of a mountain.

  17. Dystopia by a.d.venturer · · Score: 1

    Dystopia, a Half-Life 2 mod, developed a statistics server that collected information on in-game beta testing they conducted with their world-wide fan base. They used e.g. rates of damage inflicted in the beta tests to balance the new weapons they implemented between beta 4 and their release candidate. There's a very good interview right at the top of the Dystopia main page that discusses the weapon balancing in some depth.

    If mod developers relying on volunteers can use statistical analysis, its pretty much applicable to anyone.

  18. the more they change the more they stay the same. by snarfbot · · Score: 0

    remember megaman, those games frustrated me so much because the levels basically varied in difficulty by maybe 25% max, and they were all hard. and if you didnt do them in the right order then its going to be so hard youll punch your very own cat. now metroid on the otherhand was nicely balanced.

    nothing can replace good and thorough testing, its obvious when a game was rushed out the door, like for instance running out of ammo, while playing conservatively. and then having to reload to a place 2 hours back and trying to conserve even more. god there is nothing that pisses me off more. that to me is the worst thing, artificial difficulty. platformers are usually worse in the this regard, with horrible control, or collision detection hampering your progress. or the loathsome camera that points in the totally opposite direction that you are looking at to avoid a wall! why do games still suffer from this.

    anyway i think this statistical method is just fine for an rts, but for a more linear type game i think the old trial and error hands on method would result in a game that is more uniformly fun.

  19. Tuning Wii Sports by nuggz · · Score: 1

    Wii sports has a rating for your user, and changes the difficulty based on your performance.
    For example in Tennis it's become noticably harder at the 500 level, while at the 0 level the computer is trivial to beat.

    I think satisfaction happens when the game is hard enough that failure is a realistic possibility, but you still tend to win more often. You can tune on the players performance, or a sample audience performance, it doesn't really matter.

    Some hardcore games tune ultimate hardness with the intent of having only a handful of people ever suceed at it.

  20. Already Online: Trueskill / etpub / Guild Wars by auachapan · · Score: 1

    More complex modeling than means and standard deviations have gone into improving online games (unless the author was simplifying things by saying means and standard deviations).

    For example both Trueskill and etpub use a Bayesian form of Arpad Elo's rating system to rank and match players.

    I did some work modeling kills and wins in Enemy Territory that yielded interesting insights about map- and weapon- balance in that game.

    At arena.net, there is at least one employee whose sole job is to model the association between skills winning probabilities in order to balance the skills across the classes.

    I'd like to see an RPG that rated players and mobs based on statistical models and made sure the game always gave a near constant level of difficulty. RPGs present, I think, more difficult problem in this area than some of your standard first-person-shooters, etc., because of the variety you have in builds.

    I'm a statistician / machine learning guy, so I am all for modeling aspects of games to improve them.

  21. Stupid by John+Nowak · · Score: 0, Troll

    This is the dumbest ask slashdot I've ever seen. Fucking pathetic. I realize that's strong language, but honestly...

    1. Re:Stupid by RedWizzard · · Score: 1

      What makes you think this is an "Ask Slashdot"?

  22. statistical tuning by HelloKitty · · Score: 1


    really it's just tuning through statistical means.

    tuning == always important

    tuning through statistical means == might work, assuming that statistical means yields something fun for the player.

  23. Ever play an RTS? by SanityInAnarchy · · Score: 1

    You could play Dune 2, in which you must give every single unit an order. So: Click the troop, click where you want him to go. Rinse and repeat for however many you have. I think they at least attack automatically...

    Or, you could play Starcraft. Click+drag to select a squad -- up to 12 units, where some units (dropships, overlords) can carry other units inside them. Click where you want them to go, watch them attack anything they find (or run, depending on what mode you have them set to).

    Or, you could play Natural Selection. Drop some things, click a guy, order him to go build them. Or, most of the time, you don't even have to do that -- just tell him over voice chat what you want him to do, if he's not doing it already -- you can play Natural Selection as an FPS or be the Commander and play it as an RTS, and the commander is ordering around other, real human players, who think it's an FPS.

    Technically, yes, it takes away from the interactivity. But you still have to be there, still thinking of a strategy and where to go next, and it does take away the tedium. It has the computer doing exactly what you know you'd be doing anyway.

    I'm not saying I want aimbots in an FPS -- after all, the whole point of an FPS is your reflexes and accuracy. I am saying, however, that clicking one troop at a time (in Dune) is not really a skill, certainly not the kind that makes the game fun. Zergling rushes are fun, but they'd be absolute hell in Dune.

    So, similarly -- I don't actually mind, say, Final Fantasy X, where the game waits for you to choose what to do for every single player's move. But let's face it, the whole point of the interactivity is not tapping X to have Auron attack when you know he's going to attack every turn unless something different happens. The whole point of any of the gameplay is for you to make decisions like figuring out that a zombie boss can be killed with a couple of Pheonix Downs -- the bot won't do that for you -- or deciding whether to move in, or when to use your salvos of missiles.

    As you say yourself:

    The greatness of video games is in the greatness of decision making

    Decision making. Not tedium.

    --
    Don't thank God, thank a doctor!
    1. Re:Ever play an RTS? by blahplusplus · · Score: 1

      The point your missing is that it is impossible hard for a human being to control all those units individually, the nature of those games (the god / 3rd person perspective) REQUIRES those features. The original warcraft did unit control on an individual basis. The fact is game designers just took away the "annoying" parts of managing so many units, in Warcraft 3 they brought back micro management with a vengeance.

      The truth is gaming is about interacitivity, and the fact that interacitivity is going the way of the dodo in some genre's means game designers as a whole are dumbing down their games to the point where the aren't even games anymore. Because you are not DOING anything, you are simply watching computer run the levels for you. At that point what is the point of gaming? At that point.. there is none.

    2. Re:Ever play an RTS? by SanityInAnarchy · · Score: 1

      The point your missing is that it is impossible hard for a human being to control all those units individually, the nature of those games (the god / 3rd person perspective) REQUIRES those features.

      I'm sorry, what? I mean, yes, it's required for it to be fun, and the levels are designed around you having those features. But so what?

      The original warcraft did unit control on an individual basis.

      And so did Dune, as I said in my post. So, it is actually possible to control every unit individually. It just makes for a boring and tedious game.

      The truth is gaming is about interacitivity, and the fact that interacitivity is going the way of the dodo

      Blah, blah, blah. Almost sounds like marketspeak -- are you, by any chance, making a "truly interactive" game, where you have to control the player's every limb -- nay, every finger -- one by one, all the time?

      (Note that to an extent, something like this has been tried. There was a Jurassic Park game that was horrible about physics, lots of box puzzles like Half-Life 2, only you had to actually position both hands on the box, then lift it clumsily... And there was also Ragdoll Kung-Fu, which was an example of this done right.)

      Because you are not DOING anything, you are simply watching computer run the levels for you.

      I should go play some FFXII, so I know what I'm talking about, but really, how is this different than Starcraft, where I can order a bunch of troops to defend an area, then go explore somewhere else? Or order a bunch of troops to attack a building, then flip back home and start building stuff with my SCVs?

      I mean, I can see your argument, but automation does not mean there's no interactivity, or even that there is necessarily less interactivity. All it means is that the game does something for you, which is true of every game since Pong.

      Yes, Pong. Let's talk about Pong. You deflect the ball... then you wait. It could be a fairly long wait, while the computer runs the ball for you. Then the ball comes back, and you do it again.

      At that point what is the point of gaming? At that point.. there is none.

      At that point -- even if we take this to the logical extreme you seem to fear, where I just push a big red "play" button and the game runs for me -- we call this a "tech demo", or even a "movie". Either can be interesting to watch. I know you want a game, not a movie, I'm just pointing out the obvious -- if a game has a good plot but no interactivity, it can still be worth playing.

      But I don't really see why it's as bad as you think it is. Any modern strategy game you play will have some automation. Any Sim game. Yes, even any FPS. Does it offend your sensibilities that just about every modern FPS will automatically switch to more powerful weapons? Or in a game like Natural Selection -- aliens can drop buildings and either build them manually, or let them autobuild at a much slower rate. But even if I just drop them without stopping, I'm not going to get more than 10 or 15 before I run out of resources -- and I still choose where to put them.

      I'm sorry if you don't see any point to it, or if you've completely lost the ability to enjoy games. I'll respect that as legitimate -- there really may be no more point to it for you. But I'm telling you: It's just you. Modern games are not any worse than games have ever been, or if they are, it certainly isn't for this reason.

      --
      Don't thank God, thank a doctor!
  24. A lifetime gamer who sucks? by SanityInAnarchy · · Score: 1

    Alright, you do have some valid points.

    One thing I should mention, some people do improve their games by making them easier -- or at least consistent in their difficulty. Jak & Daxter was mostly easy, partly because you could skip most of the game, by choosing easier alternatives -- it's a pretty open game; each area needs x number of Power Cells, and there are probably 2x or 3x quests you can do in that area which give you a Power Cell. But some parts were hard; for instance, the final boss is very difficult, and since he's a boss, you have to fight him anyway.

    The sequel, Jak II, is the kind of thing you'd hate. Responding to what they thought gamers wanted, they made it more linear, gave it more of a plot, and made it MUCH harder, even MUCH darker of a theme. Worse, it was inconsistently hard -- you'd get relatively easy missions, then suddenly something impossibly hard, or things that were hard in different ways.

    The final game in the trilogy, Jak 3, wasn't really any easier, but it had a much gentler progression -- you'd be getting the practice you need, and still progressing, as it got steadily harder, but it wouldn't really feel that much harder, because you'd be better by then.

    I imagine you'd still give up on Jak 3, but I imagine it'd be much, much better for you. So, I'd suggest that it might be a bit of an overreaction for you to just give up on a developer because of that. One solution might be to simply have some good friends -- maybe a significant other, but in any case, someone who lives physically close to you -- who play games, so you can go to their place and play their games, so you can get an idea of which ones you might buy for yourself. Or, buy games and trade them -- if you buy a game you don't like, trade it with a friend for one you do.

    In any case, why limit yourself to three difficulty levels? I have a friend who typically buys a game, opens it up, puts it on "hard", and finishes it in a day or two -- saving him money, too, as he just rents them, rather than buying them. My brother will play a level over and over again, till he finally beats it -- no matter how hard it is, he just memorizes a way through it. And there's you -- from what you're telling me, you're just lazy enough that most games should have cheats, although I'd much rather have there be an "easy" enough mode that you don't need them.

    Most games that seem to have this figured out actually have four difficulty levels, at least. Quake 3 has five:

    • I can win
    • Bring it on
    • Hurt me plenty
    • Hardcore
    • Nightmare

    Halo (1 and 2) has four:

    • Easy
    • Normal
    • Heroic
    • Legendary

    And Duke Nukem 3D also has four:

    • Piece of cake
    • Let's rock
    • Come get some
    • Damn, I'm good

    I think what you're really looking for, though, is games that don't have any difficulty settings -- but manage to be interesting enough for you, and easy enough for me. Pretty much any Zelda falls under this category -- if it ever gets too hard, you can just look up the solution. Ocarina of Time was a masterpiece. Or Final Fantasy games -- Final Fantasy X pretty much never requires coordination, only enough patience to cut through to the next save point. If you ever get stuck, you can run around a save point to gain experience -- it may be tedious, but it's not hard.

    In general, these kinds of skills are transferable, too. I'm decent at an FPS -- pretty much _any_ FPS. I haven't played all of them, but they aren't different enough that it's actually hard to learn a new one. The coordination I get from playing a game on "Normal" (instead of "Easy" or "Godmode" all the time) -- it's still fun every step of the "practice", but I can pick up wildly different kinds of games relatively easily.

    One final note: Keep in mind that the point of standard deviation here is that you're not the market, and my mother's not the market. The market generally can handle t

    --
    Don't thank God, thank a doctor!
  25. Jagged Alliance 2.x by The_Dougster · · Score: 1

    How would you ever tune this game? I have been playing it for nearly five years, including all of its mods and new developments. Tuning it is nearly impossible because the tactics employed by new players are so vastly different from veterans that I cannot fathom how it could be done mathematically.

    Nevertheless, if you coders want to go at it, its open source. Go to the Bear's Pit.

    --
    Clickety Click ...
  26. how else are they tuned ? by Archfeld · · Score: 1

    in an environment ultimately based on 0/1, by flavor ? :D

    --
    errr....umm...*whooosh* *whoosh* Is this thing on ?
  27. Statistics should only add polish by thyarcher · · Score: 1

    Statistics and math tuning should be selectively applied to add polish to the game play. If you try to balance everything out using math you tend to blur the lines of creativity. Especially in RTS games and good RPG games, interesting game play comes from the potential imbalances in the game that require tactics to overcome and choices to be made. Between which faction you choose, or whether to be a Paladin or Shaman in WoW (which has now has had it's uniqueness "balanced" away), it's the unbalanced choices that help people feel that their decisions make a difference in a game.

  28. Mathematical or statistical? by HvitRavn · · Score: 1

    There's a difference between math and statistics (statistics uses some math and substansial amount of mathematical notation), and TFA seems to be all about statistics and probability. What you are suggesting is a negative feedback mechanism, and hasn't much to do with neither :) Not that I think that is a bad concept though.

  29. Look at Battlefield 2! by aybiss · · Score: 0

    There's a game which is tuned to make winners win more. It's the main reason I stopped playing. CS was the same. Game creators would do well to take a page out of this guy's book and try to analyse the larger trends that will occur over time with their games.

    --
    It's OK Bender, there's no such thing as 2.