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Math Entertainment Games

Does Mathematical Tuning Make Games Better? 109

simoniker writes "What do game designers need to know about statistics? Age Of Empires DS designer Tyler Sigman focuses on statistical topics that he believes should be understood by game designers, in a new article. His reasoning: 'In the game I just finished, we recorded data from play sessions and then set challenge levels in the game based upon the mean and standard deviation values from those recorded data. We set Medium difficulty to be equal to the mean values, Easy difficulty to be equal to the mean minus a certain amount of standard deviations, and then Hard difficulty equal to the mean plus a certain amount of standard deviations.' Would all games be better if they were tuned mathematically?"
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Does Mathematical Tuning Make Games Better?

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  • by AKAImBatman ( 238306 ) * <akaimbatman@gmaYEATSil.com minus poet> on Wednesday January 24, 2007 @03:38PM (#17741804) Homepage Journal
    "Tuning" makes games better. Period. End of story.

    Since tuning is all about improving the feel of the game to the humans who will interface with it, it all depends upon the creator for how he wishes to accomplish this. In this case, the creator was looking for sweet spots that he was able to find through mathematical manipulation of sampled data. In other cases, using math to tune the results might give the game a clinical feel; something that's generally bad for video games. (Unless you're playing Trauma Center. :-P)

    So the question is pretty much moot. Creating a good game is an art form, but even art can benefit from a few structural calculations. :)
    • Re: (Score:2, Insightful)

      That's architecture... the blending of form and spirit, with the cold hard numbers that make it possible. A painting can be done with ANYTHING, and still fulfill it's role. If a building looks the way you want, but you forgot to carry some threes, you're probably going to kill some people, and go to jail for neglicence.


      More games need that kind of accountability. :)

    • by Thansal ( 999464 )
      You are correct!

      Mathematical tuning is a good place to start, but basing everything off of it is NOT a good idea. You always need a base point, and what better base poitn to use then some cold numbers. However from there you need to test it out and see if the game is still FUN, and if it is not, what are the problems?

      I actualy have seen a few instances where developers knew the game was unbalanced (win/loss records always favored one team), however left it that way becasue the game was actualy more fun to
      • by lostboy2 ( 194153 ) on Wednesday January 24, 2007 @04:36PM (#17742690)
        I'll hop on the agreement bandwagon. Mathematics alone does not make for a better game.

        Case in point: I once had a cribbage game where you could play against the computer and set different levels of difficulty. I quickly discovered that "Expert" level just meant that the computer got better hands more often -- it had nothing to do with the quality of the computer's strategy. After getting lousy hands several games in a row while the computer consistently drew hands like 4-5-5-6, I simply stopped playing. While "Expert" level was certainly harder, it was also not fun to play.

        So, while TFA has a point about statistics being important for game design, that's not much more profound than saying that vision is important for driving cars well.

        • Which game was it?
          • "The Computer Is A Cheating Bastard v. 3.2"
          • I don't remember which game/company it was -- it was a long time ago (Win95 days).

            IIRC, it wasn't a name brand like Hoyle, though. I think it came in one of those cheap game packs (25 popular card games for $10!). You get what you pay for, I guess. :-)
        • Purely to annoy you, I'm calling BS on this comment.

          Make with the proof or I shall forever assume that you were whipped 2 or 3 times in a row by the computer and then came up with this "the computer gets a better hand theory" in desperation.
          • Ha! Well, I don't begrudge your healthy skepticism. Unfortunately, I can't remember the actual game title/company so I can't prove my claims.

            Now I am not an expert cribbage player by any means. I do remember, though, that I was beating the computer consistently on the Intermediate level, which was also not very fun and why I chose to bump it up to the Expert level.

            It's also possible that the hands would have evened out had I played 100 games on the expert level. But after the first dozen games or so, it see
        • I had Mac Othello on a Mac Plus (that's how long ago it was) and I played it vs. the Othello that came with the old Windows (pre-Win 95). With both on expert, the Mac one whipped the Windows one (I would have to make the moves the computer made manually on the other computer's open game.)

          So I set the Mac to easy, and let the Windows dominate until it was far beyond hopeless, something like 3 chips left for the Mac side with the Windows side very bloated. Then I jammed the Mac one up to expert, and it actu
        • I think probability is what should be used for game design, and statistics should be used to verify the design. Statistical analysis is especially important for complex systems where adjusting the value of a variable may have non-obvious side-effects. However, if every aspect of the game-play and mechanics somehow completely "checksums" or, for every buff there is an equal and opposite buff/debuff, then a game may well be in trouble. That kind of symmetry is boring.

          For example, in the first Warcraft, the
    • It seems like the best way to go about tuning a game would be to employ a few mathematical methods and do the rest by hand. A mathematical model is only going to be as good as the data that you put into it. There's always going to be some margin of error. While statistical approaches could help developers tune a game quickly, there will still need to be manual adjustments.
      • by Kelbear ( 870538 )
        MMOs rely heavily on numbers. I know that City of Heroes at least logs a stream of data on various aspects of player stats and usage, then use a program to wean out the relevant data they're looking for.

        A background in Econometrics or statistics would be a huge boon to MMO developers in charge of game balance. Massaging numbers to identify leading factors and weighting their impact on a result is the core function of this area of study. It's perfectly suited for MMO balancing.

        A heavily dumbed down example:
    • I disagree with tuning makes this better period. Take for instance the stupid insistance that all games nowadays have weapons balance. That is tuning where none was needed and "balance" has killed 1st person shooters online. A guy with a machine gun SHOULDN'T compete with a guy with a rocket launcher.. sorry. A guy that got lucky and got the best weapon in the game SHOULD go on a tear for a while while he has it. It makes it all the more sweet (and addicting) when you yourself finally manage to get the best
      • by KDR_11k ( 778916 )
        The goal of balancing is to make every element of the game equal. That doesn't mean the machinegun and rocket launcher need to be equally good for killing stuff but the effort or risk needed to get or use them should make up for the difference. It is badly balanced if the RL and MG are both easily accessible but the RL is vastly more powerful. The BFG shouldn't just lie around in a random corridor, it should be placed in a location that's risky to get to so the decision whether to go get the BFG shouldn't a
        • And sometimes this needs to be tweaked. If the first thing everybody does is ignore the machinegun and rush for the RL/BFG, you may have a problem. If everybody with experience goes after the MGs soley, then you may be overbalanced the other way.

          'Day of Defeat' seems to have found a nice balance, people pick their guns based somewhat on preference, but also upon the needs of the map. Some maps you want every sniper you can get, others they're virtually useless.
      • you are right in that a rocket launcher should easily outplay a machine gun... but your missing the purpose of the tuning. the tuning in an fps game wouldnt take place on making the guns do equal damage... but making the damage and the level design create an even playing field.

        designers can balance a map out by varying the level design, so that one weapon can be the advantage in one area, while other areas are better suited by other weapons... giving one weapon the advantage at all times it not an enjoyabl
        • by Thansal ( 999464 )
          An exelent example of risk/Skill vs reward would be QIII maps. The standard required to get the rail gun is to put yourself in a compramised position (requires a LONG jump that leaves you open, place it on a platform where you have 0 cover, etc), and often it requires atleast some level of skill to get as well.

          So there is a pay off for a rather heffty reward.

          On the flipside I can easily balance a rocket launcher vs a MG, how? For the RL tweak up reload times, tweak down projectile speed and walking speed,
          • A machine gun is much more accurate than a SMG - as long as you are not shooting point blank.
            Machine guns (light machine guns at that, 7.62 or more mm caliber) have wind adjustments on sights, can shoot cover fire at 600m, have iron sights for up to 1000m, and can fire rather precisely (antisquad automatic fire) at 300m. Machine guns (7.62mm - not squad automatic weapons) can fire to 1500m.
            SMGs and pistols are only usable when you see the white of the enemies' eye
        • I don't think balance is a good idea if it means every weapon, unit, or strategy has a use on every map. Maps should be unbalanced. The advantage goes to the player smart enough to figure out which weapons, units, or strategies are effective on a given map.

          That can ruin the replay value, but replay value is somewhat inimicable to the "Aha!" moment you get when you realize the key to a map. Sure, after you figure out the killer strategy on a map, it isn't challenging anymore, but you get a rush from figur
      • Jumping in FPS's is horrible. Thank you Gears of War for eliminating the possibility of Bunny-Hopping.
        • by Thansal ( 999464 )
          grumble

          Bunny-Hopping is a VERY specific thing, related to the HL engine, having to do with gaining speed due to the funky way airspeed works.

          Peopel bouncing around like idiots is NOT bunny hopping, it is people bouncing around like idiots (and thus making them EASY targets that can't acuratly fire back).
          • > Bunny-Hopping is a VERY specific thing, related to the HL engine

            It was in Quake 1 first. Since Half-Life is a hybrid of Q1 and Q2, I'm not surprised it exists in HL.
          • by @madeus ( 24818 )
            Bunny-Hopping is a VERY specific thing, related to the HL engine, having to do with gaining speed due to the funky way airspeed works.

            No, it's not - and it's been around a lot longer than 'Half Life'.

            Sadly, In most games bunny hopping doesn't make it much harder for people to fire back, which is the problem (e.g. as in the BF series - though Dice did eventually add measures to BF2 to this effect to try and discourage it).

            One reason it's particularly annoying is it can screw up hit detection (in large multip
      • by cliffski ( 65094 )
        I agree. It's that much *sweeter* if I come top of a BF2 team with just the anti-tank guys shotgun (my fave weapon) because I know it's generally thought of as pretty poor. If all the weapons are equal in balsnce does it really matter so much which one I decide to outfit with? I love the idea of fighting against the odds, or turning and running like nuts when I see the guns some other guys have got. People concentrate too much on scores, winning, and balance, when they forget the FUN bit.
        To be honest, I don
    • Mathematical tuning sounds like just an easy way of solving the hard problem of balancing a game. Balancing a game, of course, is just a kludge for shoddy AI in most instances.

      Everything revolves around what is being mathematically tuned. Is the intelligence of an object being tuned (cool) , or is the object just being given a x% production/whatever boost (sucks). Games that use the latter approach have that clinical feel to them, but this is the easiest method of tuning.
      • by KDR_11k ( 778916 )
        Balancing is what makes sure that spamming one unit without a need to consider the game situation is not feasible. It doesn't have much to do with AI, in fact the biggest balance issues crop up with high-level human vs human play. The AI always uses things the way they were meant to be used, a human may find a way to apply things in a way that makes them game breaking. Sure, stupid AI is always a problem but that's not what game balancing is about.
      • by jandrese ( 485 )
        I disagree that tuning is just a way to work around an inferior AI. When you're only playing against the AI then tuning doesn't matter nearly as much since you can easily make the AI cheat to make up for its deficiencies. Where the tuning really matters is in PvP. If the player perceive (or even mathematically determine for themselves) that one faction/unit/tactic/etc... is "better", then you tend to get very one-dimensional online battles that get boring very quickly. If everything is about equal then
        • I would say that games with poor AI commonly use tuning to help the AI compensate against the human player, but then they also use things like giving the AI a large # of units to start with, or bigger/multiple enemy bases compared with the human's starting forces, etc-- the early C&C and Warcraft games were famous for this, for example.

          I would agree with the notion that tuning matters a lot in PvP, to make sure there isn't one "best unit" or "best weapon" that can be consistently used to win against peo
      • Re: (Score:3, Interesting)

        by SimHacker ( 180785 ) *

        BlackEmperor writes: "Is the intelligence of an object being tuned (cool)" or is the object just being given a x% production/whatever boost (sucks).

        "Intelligence" generally does not have a "knob" that you can simply tune up and down. How smart a character acts is an emergent behavior that depends on many other factors in the system, themselves which include many tunable knobs like "x% whatever boost", and complex dynamic behavior scripted into the code.

        That said, you can still add more layers to tune

    • well, there is quite a lot of math happening in our brains (and withing human behavior) at any given time, so this seems to be a valid approach, and the "clinical" aspects fully depend on how well you apply maths to your game (or app in general). See this article about the theory of our brain being a Bayesian computer [zdnet.com] or look up the math of for example traffic jams [tu-dresden.de] - they are quite "calculable".

      "Tuning" in general might be a good thing, but you need to base you optimization on something - why not math? The

      • well, there is quite a lot of math happening in our brains (and withing human behavior) at any given time

        That's not really "math" in the way you mean it. It's a form of computations, yes, but closer to an analog computer than a digital calculator. The brain does arithmetic quite poorly.

        "Tuning" in general might be a good thing, but you need to base you optimization on something - why not math?

        Because the results of some random calculation will feel "cold" and not at all enjoyable. Or to put it another way,


    • really it's just tuning through statistical means.

      tuning == always important

      tuning through statistical means == might work, assuming that statistical means yields something fun for the player.
    • by Toymo ( 1055554 )
      URL:URL:http://example.com/> Check Here There Are Coll Topics about Online Games >
  • developers (Score:3, Insightful)

    by the dark hero ( 971268 ) <adriatic_hero.hotmail@com> on Wednesday January 24, 2007 @03:39PM (#17741830) Homepage
    I always figured that there was some sort of mathematical tuning in videogames. I mean, there has to be a better way of balancing a game than just plugging in numbers by trial and error. Maybe its that i've played too many RPGs where math is an obvious factor, but every punch or every bullet has a numerical value right? It only makes sense to me that there would have to be some kind of number crucher on the dev team.
    • I mean, there has to be a better way of balancing a game than just plugging in numbers by trial and error.

      It's not trial and error. It's a binary search algorithm [wikipedia.org] that executed within O(log n) time. :P

      Think of it like turning a knob back and forth, getting closer to the setting you feel is best. The "best" setting is the one with the most appeal to humans, and may not be the most realistic. Unless you're programming an accurate simulation, that is. In which case the players are usually willing to put up wit

      • Re:developers (Score:4, Insightful)

        by paeanblack ( 191171 ) on Wednesday January 24, 2007 @07:02PM (#17744928)
        It's not trial and error. It's a binary search algorithm [wikipedia.org] that executed within O(log n) time. :P

        Think of it like turning a knob back and forth, getting closer to the setting you feel is best.


        That method will only deliver a local maximum of a polynomial function. If your game has any complexity at all, your proposed method is even less useful than trial and error.

        • by TopherC ( 412335 )

          That method will only deliver a local maximum of a polynomial function. If your game has any complexity at all, your proposed method is even less useful than trial and error.

          I think you've hit the nail on the head here. Mathematical tuning can help fine-tune game parameters for one player one strategy or another. These are like finding a local minimum. But clever players will come up with clever strategies that would represent other isolated, remote minima.

          Even so, there are mathematical methods to search for these other minima as well, and I suppose they could be applied to the topic of game balancing. I very much doubt anyone has tried this yet (with any success at least

    • by zlogic ( 892404 )
      RPGs as well as strategies need math; FPS on the other hand are tuned in response to beta testers because the only parameters are weapon damage and the number of enemies, everything else like maps and positions are mostly made by trial and error, at least the audio comments in Half-Life2 Ep1 say so.
      • by Thansal ( 999464 )
        Yes, however if you have ever actualy played an FPS (say HL2) on different difficulty levels you will see that ALL they do is tune the damage. I am currently playing through HL on the hardest dificulty level (after having played through on normal a few times), and it is rather hard, but only because it takes more shots for me to kill things (this holds alot of weight as ammo seems to be avaliable in the exact same quanteties as in normal mode), and fewer shots to kill me.

        You are right about everything else
  • by 6350' ( 936630 ) on Wednesday January 24, 2007 @03:48PM (#17742006)

    We set Medium difficulty to be equal to the mean values, Easy difficulty to be equal to the mean minus a certain amount of standard deviations, and then Hard difficulty equal to the mean plus a certain amount of standard deviations

    Wow. If this is "mathematical modelling", then me swapping the coffee mugs out for wine glasses in my kitchen cubbard would be "advanced sphere packing analysis and optimization".

    Game tuning as more art than science. The goal is not to create an interestingly distrubuted difficulty curve, but to create an "easy", "medium", and "hard" amount of enjoyable challenge. Huge amounts of time can be (and frequently are) wasted focusing too-strongly on a "cool" and intriguing difficulty model that some under-experienced junior designer is all fired up about, instead of keeping the focus tightly and solely on the how the game actually feels.
    • by erikus ( 891552 )

      Wow. If this is "mathematical modelling", then me swapping the coffee mugs out for wine glasses in my kitchen cubbard would be "advanced sphere packing analysis and optimization".

      I found the title to be an overstatement as well. The designers just used simple statistics to adjust the difficulty and the article is describing it like they needed a PhD in math to figure it out.

      That being said, it's still a great idea. It may seem obvious after the fact but this is probably something a lot of game companies

      • Re: (Score:3, Interesting)

        by SnowZero ( 92219 )
        The sad thing is the article teaches people the tools but not when to apply them. For example, it introduces the normal distribution, but no tests to check the normal assumption on a dataset are given. It also ignores the incredibly important subject of outliers. So in the end, he balances his game using a mean and variance, when its quite likely that a median and percentiles would have been better. Oh well.

        I am constantly amazed at how much game programmers know about the mathematics and algorithms for
        • I am constantly amazed at how much game programmers know about the mathematics and algorithms for computer graphics, and how little they know of everything else.

          As a graphics programmer myself (though not for games), I can say that it's really mostly geometry. In order to get speed, the geometry is tortured into a form that can be difficult to understand, but ultimately it's just geometry.

          Even relatively simple mathematical concepts like sampling theory are above the heads of most day-to-day graphics

        • Re: (Score:1, Insightful)

          by Anonymous Coward

          I am constantly amazed at how much game programmers know about the mathematics and algorithms for computer graphics, and how little they know of everything else.

          Ah, I see that you are from the CS department at CMU. As it seems you are unaware let me relate to you a fundamental flaw in the general social environment of game development: game developers are not computing scientists. For the most part those constituting 'old hat' developers are self-taught and have developed a chauvinistic narrow-minded vie

          • Ah, I see that you are from the CS department at CMU. As it seems you are unaware let me relate to you a fundamental flaw in the general social environment of game development: game developers are not computing scientists. For the most part those constituting 'old hat' developers are self-taught and have developed a chauvinistic narrow-minded view of that which is pragmatic and applicable knowledge to game development. Eg, "You may have a Ph.D. in Physics but without being a C++ guru I feel I can belittle a
        • The sad thing is the article teaches people the tools but not when to apply them.
          That's going to be covered in part 3:

          In the rousing conclusion to this series, I'll be taking bits from parts 1 and 2 and then putting them together in ways that actually have some relevance to games. Or I'll croak trying!
          Could it be that you didn't make it to the end of the article?
    • Wasn't the point of the article to apply some sort of scientific approach to game tuning? Sure, you can make the argument for tuning as "art", but what happens when the devs just make a downright stupid decision? In, say, a timed segment of a game where one has to manuveur (sp?) through a bunch of obstacles, the mean time will go up dependent on how difficult the section is. I've played games where some parts are insanely difficult for me to complete, yet other "more difficult" parts later on are a cakew
  • by onion2k ( 203094 ) on Wednesday January 24, 2007 @03:50PM (#17742058) Homepage
    I'm a bit of a fan of computer games. I've been playing them pretty close to my entire life. I'm 29 now and since the days of the Zx Spectrum I've probably played at least a couple of hours a week, often much more.

    Unfortunately I suck at games. My coordination is all over the place. I have NO patience. I play games for a laugh, I don't want to invest a great deal of time learning a game or practising it. I want to pick it up, play for a while, and be entertained. As a rule I always play games on Easy because I don't want a challenge. I don't want to get frustrated playing the same level over and over. I want that feeling of progression like I'm getting somewhere. I can honestly say that if I get stuck for more than an hour in a game it gets turned off and never switched on again. I make a mental note not to buy a game from the same people again.

    Easy is for people like me. Lazy, good-for-nothing "casual" players who have no skill to speak of and a life of some sort that means there isn't the time to learn perfection. I expect Easy to be easy. I very much doubt that "mean minus standard deviation" of some enthuiastic professional testers or Beta players is really going to be down at my level.

    Please, for the love of Mario, when you're writing a game, sit your mother down in front of it for a few hours and tweak the difficulty of "Easy" to something she can cope with. That way I might buy your sequel.

    Alternatively, give me God mode. :)
    • I agree, and what I really like is when games take a metric (like failed attempts to complete a task) and use it to kick you to easy mode automatically. Devil May Cry is my favorite example of this. I *loved* the game on easy, and just couldn't stand it on normal/hard.

      Easy should be just that - easy. Makes me feel like I'm having fun, not getting a whipping.

      -WS
      • What I like even more is games that lower the difficulty of a given task after each, say, 3 failed attempts, and then return you to whatever difficulty you were at beforehand afterwards, or else allow you to switch the difficulty up and down without starting a new game. It's annoying as hell when you have to play an entire game on 'Easy' when you know you could do it on 'Hard' except for that one retarded level / boss / series of tricky maneuvers / whatever that you just can't seem to figure out the 'right
        • What I like even more is games that lower the difficulty of a given task after each, say, 3 failed attempts, and then return you to whatever difficulty you were at beforehand afterwards, or else allow you to switch the difficulty up and down without starting a new game.

          You mean like in Crash Bandicoot where you get a free Aku Aku to protect yourself if you die too many times before reaching the next checkpoint?

          Yes, that is a nice feature. Of course, I wouldn't have needed it if I had figured out earlier tha

        • by timftbf ( 48204 )
          Starfox Adventure. Test of Fear. Well over 100 failed attempts, including all of the barrel-dodging and platform-jumping required from the previous save point. Traded-in in disgust.

          I really liked the game, despite the less-than-glowing reviews - it's everything I enjoy in a Rare title, in exactly the same way I'm loving Kameo and Viva Pinata now. But that insane difficulty spike stopped me from seeing half of more of the game.
      • Penny Arcade had a good take [penny-arcade.com] on that feature.
        • Yeah - that looks familiar :)

          I caught a *lot* of crap about having to play DMC in easy mode, but what can I say? I suck :)

          -WS
    • by KDR_11k ( 778916 )
      As a rule I always play games on Easy because I don't want a challenge. I don't want to get frustrated playing the same level over and over. I want that feeling of progression like I'm getting somewhere.

      Feeling like you're getting somewhere and playing a level over and over again are not mutually exclusive, try playing e.g. Ninja Five-O for the Gameboy Advance, you die often but each time you get a bit further and then finally get to the end with a feeling of great accomplishment. I don't like frustrating r
    • Re: (Score:3, Interesting)

      by Boronx ( 228853 )
      Sid Meir Solved this problem years ago: Have a whole slew of difficulty levels from braindead to impossible. Somehow I doubt he needed much math for the easiest Pirates! level, where it's nearly impossible to lose in any situation, and in a few minutes play time you are god of the sea.
    • by cain ( 14472 )
      Ah - I see we have a Progress Quest [progressquest.com] fan here.
    • Your perspective is perfectly valid and respectable. Who really wants to sit down and waste all that time in front of a machine?

      Nonetheless, as the kind of guy who DOES like to do so, I find your statements amazingly offensive.

      Of course, I am at least self aware enough to not think ill of you and your lifestyle. Different strokes for different folks.

      I have no idea why I even made this post...
    • "Unfortunately I suck at games. My coordination is all over the place. I have NO patience."

      And unfortunately, it's people like yourself that take away what makes games great: Interactivity and the depth of control and manipulation you have over you virtual character. That sense of control, the challenges that you overcome while learning a game are what make games great to begin with.

      Imagine prince of persia on "automatic" where the computer navigates the level and fights for you. Not a game I would want
      • Re: (Score:1, Insightful)

        by Anonymous Coward

        And unfortunately, it's people like yourself that take away what makes games great: Interactivity and the depth of control and manipulation you have over you virtual character. That sense of control, the challenges that you overcome while learning a game are what make games great to begin with.

        In YOUR opinion.

        Some people find micromanagement tedious as hell, some people get off on having to tell each individual unit in a strategy game what to do. Some people have physical disabilities that mean they CAN'T,

      • by Sigma 7 ( 266129 )

        I hate automated gameplay with a passion, why not just put the character on autopilot and watch the whole game?

        Angband has a fully automated AI player. While it works, it does have some quirks and sometimes gets perma-killed.

        That being said, fully automation only works if the gameplay style has a predictable combat system that the player is fully able to control. As soon as there's something that wrecks automation, the player needs to switch to damage control mode.

        Here's some examples of some nasty things

      • You could play Dune 2, in which you must give every single unit an order. So: Click the troop, click where you want him to go. Rinse and repeat for however many you have. I think they at least attack automatically...

        Or, you could play Starcraft. Click+drag to select a squad -- up to 12 units, where some units (dropships, overlords) can carry other units inside them. Click where you want them to go, watch them attack anything they find (or run, depending on what mode you have them set to).

        Or, you could pla

        • The point your missing is that it is impossible hard for a human being to control all those units individually, the nature of those games (the god / 3rd person perspective) REQUIRES those features. The original warcraft did unit control on an individual basis. The fact is game designers just took away the "annoying" parts of managing so many units, in Warcraft 3 they brought back micro management with a vengeance.

          The truth is gaming is about interacitivity, and the fact that interacitivity is going the wa
          • The point your missing is that it is impossible hard for a human being to control all those units individually, the nature of those games (the god / 3rd person perspective) REQUIRES those features.

            I'm sorry, what? I mean, yes, it's required for it to be fun, and the levels are designed around you having those features. But so what?

            The original warcraft did unit control on an individual basis.

            And so did Dune, as I said in my post. So, it is actually possible to control every unit individually. It just m

      • If you can't commit time to gaming

        I think you should rethink the meaning of the word "game". Chess players don't want to have to play against Deep Blue every time; it's more fun to be able to play a game where you can win, and you shouldn't *have* to invest time into enjoyment. Varying difficulty settings are there for those who want a greater challenge. For you the challenges that you overcome while learning a game are what makes games great to begin with. For others, games are a way to relax away from t
        • All computer chess games increase the difficulty by making the opponent play smarter.

          No chess game ups the difficulty by adding pawns and bishops to the other side (more opponents but rules otherwise stay the same and equal), or giving the knights the ability to jump in L or F or Z patterns, or lets the rooks move on diagonals like queens, (different, "easier" rules for computer) or, worst of all, gimping your side (harder rules for you = doubly lame because not only do you not play by the same rules, but y
      • by Neeth ( 887729 )
        I'm sorry but gaming is about interactivity
        I think gaming is about having fun. You like to put a lot of effort in it, to win, to beat the computer. For others it is laughing at that little funny guy that jumps in the air when you push the spacebar.

      • by grumbel ( 592662 )
        ### Interactivity and the depth of control and manipulation you have over you virtual character. [...] Imagine prince of persia on "automatic" where the computer navigates the level and fights for you. ###

        Interesting that you mention Prince of Persia, since that game (SoT, but also the former 2D ones) is in large part what I call an "on-rails jump'n run" and its good exactly because of that. What I mean with 'on rails' becomes obvious when you compare it with a standard FPS.

        In a FPS you basically control a
        • "That doesn't mean that interactivity isn't important, what it however means is that pixel-perfect control isn't needed or even good for a game."

          I agree but more and more games are taking players OUT of the game. See FF12, where you just run around navigating the whole game. That was the most tedious FF I have ever played, I was not involved all I did was navigate I did not feel my actions had impact on the world, as everything was automatically done for me.

          The problem with automating gaming too much is t

    • I expect Easy to be easy. I very much doubt that "mean minus standard deviation" of some enthuiastic professional testers or Beta players is really going to be down at my level.

      Maybe, but that would be a problem of not getting a representative sample. Statisticians aren't normally fools. They know that anyone willing to sign up for a beta isn't going to be a good sample of the people who buy the game. They can either try to somehow correct for this based on previous data (beta players are 30% faster at fi
    • Alright, you do have some valid points.

      One thing I should mention, some people do improve their games by making them easier -- or at least consistent in their difficulty. Jak & Daxter was mostly easy, partly because you could skip most of the game, by choosing easier alternatives -- it's a pretty open game; each area needs x number of Power Cells, and there are probably 2x or 3x quests you can do in that area which give you a Power Cell. But some parts were hard; for instance, the final boss is very di

  • The article is essentially a fluff piece, but crammed between the useless paragraphs were occasional nuggets of practicality. The important thing to take away is that numbers are important in data models (which is what balancing a game involves.) Statistics is one way to quickly and abstractly summarize a lot of numbers. Read on for a boring, detail-oriented analysis:

    While the article doesn't present it well, I think that the author probably is very good at tuning games. He doesn't come right out and
    • by KDR_11k ( 778916 )
      I've seen people use stats like DPS, DPS per cost, HP per cost, etc for tuning RTS units, sometimes the numbers suggested imbalances that weren't really there because the numbers didn't include some factor that shows up in actual gameplay (most commonly micromanagement which tends to mess up many calculations). I think it is a good question if you should check numbers to look for imbalances and do tuning from the numbers or if you should rely on playtesting only.
      • Balancing by numbers/statistics should only be done once the raw gameplay is already in place. If you don't have a playable implementation, balance discussions are purely hypothetical with all the false dilemma and overlooked factors that implies. Once an actual problem or imbalance is identified, numbers can be used to figure out a better value. I expect this applies to computer games as well, but all my experience is with board and card games.

        Another interesting thing to note is that extensive use o
  • As I understand it, they are basically making 'Hard' be 'As hard as possible and still beatable based on previous user performance'. I would get bored with a game like that and stop playing it after not very long. Back in the day, I was pretty good at Starcraft (not as good as some of those disgusting fast Asian kids these days, but pretty good still.) Know how I got that good? Getting my ass handed to me over and over again, finally winning, and then designing an even more diabolically difficult level
  • Means and standard deviations are not exactly mind bending statistical exercises. I wonder if they accounted for different biases in the data from their "play sessions." Who was playing these games and what was their motivation for being there? Were they industry people? Developers? Testers? Beta Testers? and etc...
  • by SimHacker ( 180785 ) * on Wednesday January 24, 2007 @04:24PM (#17742518) Homepage Journal

    Sims Designer Chris Trottier on Tuned Emergence and Design by Accretion [donhopkins.com]

    The Armchair Empire interviewed Chris Trottier [armchairempire.com], one of the designers of The Sims and The Sims Online. She touches on some important ideas, including "Tuned Emergence" and "Design by Accretion".

    Chris' honest analysis of how and why "the gameplay didn't come together until the months before the ship" is right on the mark, and that's the secret to the success of games like The Sims and SimCity.

    The essential element that was missing until the last minute was tuning: The approach to game design that Maxis brought to the table is called "Tuned Emergence" and "Design by Accretion". Before it was tuned, The Sims wasn't missing any structure or content, but it just wasn't balanced yet. But it's OK, because that's how it's supposed to work!

    In justifying their approach to The Sims, Maxis had to explain to EA that SimCity 2000 was not fun until 6 weeks before it shipped. But EA was not comfortable with that approach, which went against every rule in their play book. It required Will Wright's tremendous stamina to convince EA not to cancel The Sims, because according to EA's formula, it would never work.

    If a game isn't tuned, it's a drag, and you can't stand to play it for an hour. The Sims and SimCity were "designed by accretion": incrementally assembled together out of "a mass of separate components", like a planet forming out of a cloud of dust orbiting around star. They had to reach critical mass first, before they could even start down the road towards "Tuned Emergence", like life finally taking hold on the planet surface. Even then, they weren't fun until they were carefully tuned just before they shipped, like the renaissance of civilization suddenly developing science and technology. Before it was properly tuned, The Sims was called "the toilet game", for the obvious reason that there wasn't much else to do!

    Here are some questions and answers from the interview with The Sims designer Chris Trottier:

    [...]

    Q: On paper, a game where you simulate daily life doesn't sound that interesting. Yet The Sims is really fun to play, so much so that it is now the biggest-selling PC game ever. Although any development team working with Will Wright has to feel confident in the product they are creating, has the unbelievable popularity of the franchise shocked even the development team?

    A: Absolutely. When I was first assigned to The Sims, it was not-very-affectionately-known within the company as "the toilet game." Will Wright had tremendous stamina for the risk involved with trying something very new, but there were certainly a lot of head-scratchers both on the team and outside of it. In all honesty, the gameplay didn't start to really come together until a couple of months before ship. Being involved in that tuning process, and seeing the game take shape from what had previously been a mass of separate components, was one of the most powerful experiences of my career.

    [...]

    Q: What makes The Sims massively popular with female gamers, who traditionally don't make up a big number of gameplayers?

    A: It's so hard to answer that question without making broad, sweeping statements that anyone of my gender would probably resent. But... I can say that there are several untraditional forms of gameplay in The Sims. For instance, there are many people who spend most of their time decorating and redecorating their homes. Since there's so much user-created content being posted on websites, they spend a lot of time collecting more looks to add to the game. There are also a lot of people who enjoy having a fantasy life where they get to call the shots... for good or for bad. I've heard a lot of stories

    • The essential element that was missing until the last minute was tuning: The approach to game design that Maxis brought to the table is called "Tuned Emergence" and "Design by Accretion". Before it was tuned, The Sims wasn't missing any structure or content, but it just wasn't balanced yet. But it's OK, because that's how it's supposed to work!

      Long story short: you throw all the game elements in a pot, then figure out how to fit them together in a way that's "fun". Failure to do this results in a failure to

      • Re: (Score:3, Insightful)

        by drinkypoo ( 153816 )

        While I really have to apologize to the author of the game for using it as an example, 2H4U (Too Hard for You) demonstrates exactly what happens if you throw all the elements in the pot, but don't take the time to balance and tune them

        to be honest, I read the name and the premise and decided not to download. there is no reason for the premise to be exciting. it's more of a demonstration when you throw all the elements for one meal into one pot, and all the elements for another meal into another pot, and th

  • I've played games that have done this in the past and done it wrong.

    Basically, the game "watched" me get better at playing a certain level of the game... unsuccessfully. But, apparently it saw that I was doing soooo well, that it decided to increase the difficulty without telling me. Which actually made me continue to fail to complete the level. Quite frustrating, not to mention annoying to have to keep an eye on the difficulty level so that it doesn't go beyond what you want.

    IMO, Ratchet Deadlocked did
    • Just another example, but Elder Scrools 4 Oblivion really drives this point home. The concept appealed to me, sandbox gameplay with monsters that level with you, but I discovered as did others that it's not so simple. Upon looking at reviews I found that the only way to beat the game was to micro-manage your character and pick a class with skills you don't want so you don't level up as often. There is no built-in difficulty setting and isn't much of an explination in the game either. By the time I figured t
  • by MacBrave ( 247640 )
    It doesn't appear that the developers of AOE DS tuned the game, mathematically or otherwise. The game frequently locks up on my DS, and there is a known bug regarding the length of your profile name which can cause a lockup.

  • These days with the hardware doing all of the calculations, how much tuning can you actually do?
  • I recall Thief had game modes called "Normal", "Hard" and "Difficult" (or names to that effect), and they weren't kidding. I really could have done with an "Easy".
  • my take (Score:2, Insightful)

    by dosboot ( 973832 )
    I'm a mathematician and amateur game programmer. The problem I have with tuning is that you aren't paying attention to the actual game design when you make stupid changes like adjusting health/damage parameters. Games can be equally hard but not equally fun. If a boss (or level, or anything) is too hard then maybe the problem is with everything else in the game up to that point which did not prepare the player for that challenge. i.e., the player should have had opportunities to learn the techniques nee
  • Dystopia, a Half-Life 2 mod, developed a statistics server that collected information on in-game beta testing they conducted with their world-wide fan base. They used e.g. rates of damage inflicted in the beta tests to balance the new weapons they implemented between beta 4 and their release candidate. There's a very good interview right at the top of the Dystopia main page [dystopia-game.com] that discusses the weapon balancing in some depth.

    If mod developers relying on volunteers can use statistical analysis, its pretty muc
  • Wii sports has a rating for your user, and changes the difficulty based on your performance.
    For example in Tennis it's become noticably harder at the 500 level, while at the 0 level the computer is trivial to beat.

    I think satisfaction happens when the game is hard enough that failure is a realistic possibility, but you still tend to win more often. You can tune on the players performance, or a sample audience performance, it doesn't really matter.

    Some hardcore games tune ultimate hardness with the intent of
  • More complex modeling than means and standard deviations have gone into improving online games (unless the author was simplifying things by saying means and standard deviations).

    For example both Trueskill [microsoft.com] and etpub [etpub.org] use a Bayesian form of Arpad Elo's rating system to rank and match players.

    I did some work modeling kills and wins in Enemy Territory that yielded interesting insights about map- and weapon- balance in that game.

    At arena.net, there is at least one employee whose sole job is to model the ass

  • Stupid (Score:1, Troll)

    by John Nowak ( 872479 )
    This is the dumbest ask slashdot I've ever seen. Fucking pathetic. I realize that's strong language, but honestly...
  • How would you ever tune this game? I have been playing it for nearly five years, including all of its mods and new developments. Tuning it is nearly impossible because the tactics employed by new players are so vastly different from veterans that I cannot fathom how it could be done mathematically.

    Nevertheless, if you coders want to go at it, its open source. Go to the Bear's Pit.

  • in an environment ultimately based on 0/1, by flavor ? :D
  • Statistics and math tuning should be selectively applied to add polish to the game play. If you try to balance everything out using math you tend to blur the lines of creativity. Especially in RTS games and good RPG games, interesting game play comes from the potential imbalances in the game that require tactics to overcome and choices to be made. Between which faction you choose, or whether to be a Paladin or Shaman in WoW (which has now has had it's uniqueness "balanced" away), it's the unbalanced choi

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