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?"
"Tuning" makes games better. Period. End of story.
:-P)
:)
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.
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.
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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.
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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.
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.
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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
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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.