Game Development Reference
In-Depth Information
When two teams are playing positive feedback basketball, the differences in skills are
aggravated. When one side is better than the other, this will result in a very one-sided
match. However, when both sides are closely matched, a different pattern emerges:
The game will probably remain close, until one side manages to take a decisive lead
after which the match becomes very one-sided again. In this latter case, a small dif-
ference in skill, an extra effort, or sheer luck can become the decisive factor.
In Chapter 6, we explore the gameplay effects of positive and negative feedback on
basketball in more detail.
rubberbandinG is neGat i Ve Feedback
on relatiVe position
racing games frequently use negative feedback based on the players' position in the
field to keep the race tight and exciting. This mechanism is often referred to as
rubber-
banding,
because it seems to players as if the other cars are attached to theirs by a rub-
ber band—they never get too far ahead or too far behind. some games implement rubber-
banding by simply slowing leading cars down and speeding trailing cars up. Other games
use more subtle negative feedback mechanics to reach similar effects. in
MarioKart,
players are awarded with a random power after picking up a power-up. however, trailing
players have a better chance of picking up a more powerful power-up than leading ones
do. in addition, because most weapon power-ups in
MarioKart
are used on opponents in
front of the player, the leader of the field is a target more often than the player in the last
position. This causes the lead to change hands frequently and increases the excitement
of the game, increasing the likelihood of a last-minute surge past the leader.
In the previous sections, we discussed the elements and common structures of
internal game economies. In this section, we will discuss how game economies are
typically used in games of different genres. Table 1.1 provided a quick overview of
some mechanics that are typically part of that economy. Now, we will discuss the
typical economic structures found across game genres in more detail.
Use an Internal economy to Complement Physics
Obviously, physics make up the largest part of action games' core mechanics. Physics
are used to test the player's dexterity, timing, and accuracy. Still, most action games
add an internal economy to create an integral reward system or to establish a system
of power-ups that requires resources. In a way, the simple use of a scoring system
adds economic mechanics to many action games. If you collect points for taking out
enemies, players will have to consider how much they will invest to take out that