Dev Log 9: Game Balancing
Ah, yes. Game balancing. Perhaps one of the more nuanced parts of game design and development. In a strange sort of way, balancing a game is almost like cooking. You adjust the recipe, or in the game’s case, the mechanics, and other elements within the game itself. You use math to decide the quantity of your ingredients, do it again to adjust the amount of those ingredients if needed, and use math again (albeit with presumably very different formulas, equations, variables, and numbers), to adjust various things in the game to make it more balanced than it was before. Another way the two are similar is that they also come in many different forms and variations according to The Art of Game Design, 3rd Edition by Jesse Schell. It makes sense though. Many foods are different just as many games are also different as well. “A skilled chef can make the simplest of recipes a delight to eat for the same reason a skilled game designer can make the simplest of games a delight to play—they both know how to balance the ingredients.” (Schell, 2019). As we start getting into groups for the upcoming Battle-Battle game, I will have to keep in mind that we must limit the randomness in the game and work hard to properly balance the game we make for the class. I’m not entirely sure what the final product will look like yet, but I’m hopeful that given my own experience as an eSports player, I can use what I know to help fine tune the game’s overall balancing and keep the game itself fun for not only my group and I, but also for the rest of our classmates and our professor too. I’m hoping to provide everyone with a fun experience that is also as balanced as possible.
Rotten Unicycle Workshop
Status | In development |
Category | Book |
Author | Rotten Unicycle Workshop |
More posts
- Dev Log 10- Controlling randomnessOct 26, 2023
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