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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