IRC ROUNDTABLE DISCUSSION: GAME BALANCE
Posts
I *used* to average fifteen posts a day, son. Also I think I know a thing or two about game balance, having done it (obviously, non-professionally) for about ten years across at least four distinct genres of games, i.e. video games, table top games, LARP, and CCGs.
post=89363
I *used* to average fifteen posts a day, son.
incredible statistics for real-time chat (thanks for editing your post NOW IT MAKES NO SENSE)
Oh you meant the IRC. Yes I see your point. Was my baseless assumption that it's rarely used for anything official...wrong?
well since you apparently said official (I am not convinced) yeah I suppose that's true, I just thought it was interesting to observe. ::)
Aw, darn, I thought this was at 3:30 PM EST. I should have read more carefully. I was all ready to attend, but now I won't be able to.
So I'm really sorry that I couldn't be there for more than 15 mins. There were a lot of interesting topics that I would have enjoyed participating in, plus I really didn't get to elaborate on the direct question asked of me ("<@Brickroad> How the heck did you balance all 670 of the classes in Hero's Realm? Or are they, like, not balanced?")
Maybe I'll write an article on how I go about crafting classes for my games.
Anywho, we should do this again sometime!
Maybe I'll write an article on how I go about crafting classes for my games.
Anywho, we should do this again sometime!
The discussion went really really well! We barely scratched the surface of this topic in two hours, though. We might have to revisit it in the future.
I'll snip the best parts out of the chat log and get them up as an article over the weekend. The full chat log will also be available to anyone who is interested.
I'll snip the best parts out of the chat log and get them up as an article over the weekend. The full chat log will also be available to anyone who is interested.
@Kentona, I played Hero's Realm (first chapter at least) and am very interested in the answer to that question.
@Brickroad, would love to see highlights. Interesting topic and crucial to game dev, it would be great to see everyone's thoughts.
@Brickroad, would love to see highlights. Interesting topic and crucial to game dev, it would be great to see everyone's thoughts.
post=89727
The discussion went really really well! We barely scratched the surface of this topic in two hours, though. We might have to revisit it in the future.
I'll snip the best parts out of the chat log and get them up as an article over the weekend. The full chat log will also be available to anyone who is interested.
Where is this log at so I may read it please? I would of loved to of been there to see it and learn more, but I just started at this site a little while ago so I missed it... X-(
Thank you btw! :)
Yeah. I thought it was pretty interesting in general. More so in some areas. Good job on this, I'll have to take part next time.
"Grinding" was addressed in the article. I've always found grinding to be a curious game mechanic. In action or adventure titles, the player is free to pass up enemies (jump over, run around, generally avoid) and that person looses nothing for skipping a fight save the possibility of some dropped item (heart, coin, so forth).
What makes grinding so frustrating is that it's entirely passive. A "level up" is an obscure concept without tangible results (a single level up seldom brings immediately visible change in battle skill). In Zelda, when you go into a dungeon and open a chest with a new sub-weapon or heart piece, it's tangible. The player can immediately see the results of his or her work and feels that efforts have been rewarded. RPGs might do better to adapt the concept. Instead of making copious battles a mandatory process in order to beat the game, itemize stat growth in the form of optional quests. Make that stat growth tangibly large so that the player can immediately see the fruit of their labor.
Of course, quests may involve going to a place where the player will need to fight enemies but the difference is that the player has specifically made the decision to pursue that course instead of being forced to.
Just a thought.
What makes grinding so frustrating is that it's entirely passive. A "level up" is an obscure concept without tangible results (a single level up seldom brings immediately visible change in battle skill). In Zelda, when you go into a dungeon and open a chest with a new sub-weapon or heart piece, it's tangible. The player can immediately see the results of his or her work and feels that efforts have been rewarded. RPGs might do better to adapt the concept. Instead of making copious battles a mandatory process in order to beat the game, itemize stat growth in the form of optional quests. Make that stat growth tangibly large so that the player can immediately see the fruit of their labor.
Of course, quests may involve going to a place where the player will need to fight enemies but the difference is that the player has specifically made the decision to pursue that course instead of being forced to.
Just a thought.
Well, battles in RPGs are the major obstacle and the core gameplay of those types of games. It seems counter-productive to not reward the player for each battle they partake in. Your rewards accumulate until they reach a certain threshold, and then are granted the new abilities/stats/etc...
You're right that it's not the instant gratification of opening a chest, but its satisfying in its own way.
You're right that it's not the instant gratification of opening a chest, but its satisfying in its own way.




















