New iComabt Update and the Difficulty of Game Tuning
There is a great post in ngmoco’s blog from several months ago that talks about the complexity behind tuning games. Specifically referring to Star Defense, Allen Ma talks about how any one factor when changed impacts the entire flow and resulting difficulty level of the game:
“For example, if the game allowed you to pause it while you placed towers or if there were a few more seconds between wave launches, Star Defense would lose its fast pace. If we altered the strength of the towers or how much it cost to upgrade them, it would influence how you played the game. If we handed out more credits for each enemy unit killed, it would change how you managed tower purchases and upgrades.”
Players underestimate just how difficult it is to design a game with a nice balance between being rewarding to play but challenging enough to want to continue playing. Even with iCombat, which has a very simple game mechanic, it took several weeks to refine the level design and lay them out in a way that provided a steady progression from level 1 through 60. And this initial design has been refined and tuned throughout every update.
Aside from the level design which is the most visible factor that can affect game play, there are things like enemy AI (firing frequency, movement paths, speed, etc), the scoring mechanism, the frequency of power-ups or bonus items, the number of lives, upgrade prices and so one that are crucial to getting the game right.
An example of just how intentional these design elements are can be seen in iCombat’s score system, where many users wondered why we chose to go with a countdown (Enigmo style) method where each level begins counting back from 10,000. The decision was focused at creating a scoring mechanic that rewarded speed, thus creating a nice interplay between playing it safe to preserve lives or playing fast to get points. The result is that no 2 scores are ever alike. This might seem like a small detail, but for the avid users it creates an entirely different decision tree when facing the harder, more involved levels. Do you hide to preserve life, let the time expire, and then execute a level safely? Or do you go guns blazing to finish with as many points as possible? To extend this decision tree further and equalize players across difficulty level we made the countdown 12,000 for Hard mode, 10,000 for Medium and 8,000 for easy.
Another great example of where we made a decision to point the user behavior a certain direction came from the fact that one shot equals a player kill. Here the logic was to force users to play more conservatively, pushing creative calculations with ricochet’s and bonus items. And by limiting the map size, we managed to create a campaign mode that could be done in bite sized chunks, 5 minutes here and there.
So the next time you play a game think about how every single detail in the game was deisgned intentionally that way. There are no default game layouts or settings so if it is in a game then the developer wanted it there. Whether it was the right choice or not is a separate issue, but sometimes it helps to remember just how difficult it is to get the balance right.
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