Game Development Reference
In-Depth Information
then once you get them into balance in general, any tweaking you need to do
should not throw off the balance in unpredictable ways.
This topic is not about programming or development techniques, but one trick is so
useful that it's worth including here: Separate the code from the data. This lets
designers tweak the game by trying different values for attributes without changing
the code. Toward the end of the development cycle, you will spend a lot of time
play-testing your game and refining its balance by changing the values of entities'
attributes. You can store these data in a database—or even just a plain ASCII file—
during development, moving them into a proprietary format for the final release.
TIP Always keep data
that the core mechan-
ics will use in a file
that it reads when it
starts up. Never hard-
code data into the
program. This way you
can change a detail
and retest without
having to recompile
the program.
Tweak ing doesn't mean chang ing parameters randomly; that 's a good way to waste
time. The following suggestions should help you fine-tune your game efficiently:
Modify only one parameter at a time. Adjust one parameter, then check the
results, then adjust another parameter, and so on. This may seem tedious but it's
very important. If you change more than one parameter at a time you will have no
idea which change you made produced the results you got. A publisher will cancel a
game if the developer can't get it tuned properly, and sometimes the problem is
poor procedure.
When modifying parameters, make big adjustments, not small ones. Brian
Reynolds of Big Huge Games suggests beginning by doubling or halving the value
of a parameter and checking the effect. Small adjustments may produce such subtle
changes that you can't detect them. Make a large change, then iteratively reduce
and test, moving toward the ideal value. Changing by a large factor makes it easier
to zero in on your optimum setting.
Keep records. Good testers keep close track of what they do so they don't end
up wasting effort by trying the same thing twice. As a result, they can see the
effects of the changes they've made and learn from experience.
Be sure your programmers use pseudo-random numbers. As Chapter 10
explained, pseudo-random numbers let you control the effects of chance and hold
the mechanics steady while you change parameters and test the result.
Summary
You have learned how to design games that are fair, avoiding dominant strategies
and using chance in such a way that your game rewards skillful play. You have also
seen how to manage difficulty so that the player's abilities match his challenges
and keep him in the flow state of peak enjoyment. You now understand the role
that positive feedback plays in games and how best to use it and control it. All these
factors play a role in balancing a game and if you keep them in mind, you should
be able to adjust the core mechanics of your game to produce a challenging yet
enjoyable experience for your player.
 
 
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