Chapter eleven of "The Art of Game Design" by Jesse
Schell discusses the importance of having balance when designing a game. As I
read this chapter I compared the twelve types of balance with the game my team
is currently designing. I found that we have included, purposely excluded, and
have not addressed the types of balance. Types of balance range from fairness
to simplicity and complexity.
Fairness
The first type of
balance the book discusses is fairness and whether a game is symmetrical and
asymmetrical. I believe our game is asymmetrical because we are creating a game
with an interesting situation. Our game is centered on a very interesting
situation. People in this city have disappeared through a scientific experiment
and Carla, the main character, finds out this was the doing of her colleague.
She tries to find out what happens through exploration. This situation causes
for an asymmetrical game that will require a lot of balancing. It is important
that our game is fair and provides a challenge to all those who play.
Challenge vs.
Success
Challenges in our
game include puzzles, encountering lab assistants, and the overall challenge to
collect all the pages to the lab notebook. The book stresses the necessity to
have good balance between challenge and success. We do not want our game to be
too hard or too easy. We have planned for our game to be balanced in this
regard. Our challenges will accommodate a variety of skill sets and be a
mixture of easy and hard puzzles depending on the level the player is on. Also,
Carla will encounter two lab assistants who also survived the experiment. One
will be of help to Carla while the other will be more on the side the colleague
that has cause this disaster. The level of challenges will increase as the
gameplay goes on with several types of puzzles to conqueror. The player should
be able to achieve success on all the challenges they will encounter.
Skill vs. Chance/
Heads vs. Hands
A game
should have a good balance of skill and chance. We want the players of our game
to take risks and to be subject to some judgment. Majority of our game is
directed towards chance as Carla explores through the game space for these
missing pages; however, some skill is required to solve the puzzles within the
levels. This goes hand in hand with the balance of physical and intellectual
skill. Players should be expecting an intellectual challenge when playing our
game through solving the puzzles. There will be a physical component to our
game because our game does have the platform aspect. To create a good balance
of physical and mental, the player's brain will have a chance to relax as Carla
navigates throughout the building.
Short vs. Long
Time has been
mentioned in our group meetings but the length of game play has not been
address but we recognize that there needs to be a good balance between short
and long. We have considered implementing a time limit on the puzzles to make
the game more interesting. Also, finding the first set of pages may be faster
to find than the pages toward the end of the game.
Rewarding
We hope that our
game will overall be rewarding. There are three types of rewards our game
consist of based on the text. We will use completion, gateway and resources. Clearly,
Carla collecting all of the pages and finding out what happened to the city
people at the end of the game is an example of a completion reward. Carla will
need to solve puzzles. With the completion of these puzzles, she will be
rewarded with a key card or code to gain access into a building or room. We as
a team have discussed resources, such as, a gun, health bars, and a vending
machine for restoration.
Freedom vs.
Controlled
When it comes to
freedom and control during our game, Carla has the freedom to navigate through
the building until she encounters an area in which she will have to gain access
through puzzles. It is debatable that Carla has to much freedom to roam the
game, however, that can be fixed with possibly a map or some directions on
where she should look for the lab notebook pages.
Simplicity vs.
Complexity
In the beginning our story was too complex and still may be
but this is an area the team will have to work toward balancing. We hope that
the puzzles will have a level of complexity to it while the game as a whole
might be simple.
Detail vs.
Imagination
In our game we have put great detail into the story, maybe
even too much. After reading this section on balancing detail and imagination
we may want to omit some pieces of the story and leave it up to the player's
imagination. During our initial game planning we decided to incorporate detail
and scale back where needed, which I believe is easier than not having enough
detail and added to it later.
We hope to
continue to refine the balance of our game using the types listed in Schell's
book. These types help to improve our game and make sure we have considered and
covered all aspects of the design of our game. We may even be able to
incorporate triangularly, meaningful choices, and punishment.
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