How balancing works, and why it matters.
Balancing is a vague and contentious term for a vital game development process. As Lemma developer Evan Todd puts it, “Balancing is the process of tweaking mechanics, and especially numbers, to reveal what a game really wants to be.” It’s revealing how Evan focuses on the numbers in this process. As glamorous as it might seem to be a game designer, determining what elements of a game are tweaked and how, many of these decisions come down to changing a set of values in a spreadsheet.
Yik-Sian Seow, developer of turn-based rouge-like Steam Marines, defined balancing as, “Making sure that out of the tools you give to the player, all are viable and none are too out of step in terms of effective power level.” The first thing that goal requires is a lot of tests. Jake Birkett of Grey Alien Games, developer of Regency Solitaire and upcoming solitaire/ RPG mashup Shadowhand, found this fact firsthand.
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Denne historien er fra January 2018-utgaven av PC Gamer.
Start din 7-dagers gratis prøveperiode på Magzter GOLD for å få tilgang til tusenvis av utvalgte premiumhistorier og 9000+ magasiner og aviser.
Allerede abonnent? Logg på
A New Dawn - The rise, fall and rise again of PC Gaming in Japan
The so-called 'Paso Kon' market (ie katakana's transliteration of 'Pasonaru Computa') in Japan was originally spearheaded in the 1980s by NEC's PC-8800 and, later, its PC-9800.
MARVEL: ULTIMATE ALLIANCE
Enter the multiverse of modness.
SLIDES RULE
Redeeming a hated puzzle mechanic with SLIDER
GODS AND MONSTERS
AGE OF MYTHOLOGY: RETOLD modernises a classic RTS with care
PHANTOM BLADE ZERO
Less Sekiro, more Wo Long: Fallen Dynasty
STARR-MAKING ROLE
Final Fantasy XVI's BEN STARR talks becoming a meme and dating summons
THIEF GOLD
Learning to forgive myself for knocking out every single guard.
HANDHELD GAMING PCs
In lieu of more powerful processors, handhelds are getting weirder
FAR FAR AWAY
STAR WARS OUTLAWS succeeds at the little things, but not much else shines
FINDING IMMORTALITY
Twenty-five years on, PLANESCAPE: TORMENT is still one of the most talked-about RPGs of all time. This is the story of how it was created as a ‘stay-busy’ project by a small team at Black Isle Studios