Saturday, October 11, 2014

Homework 9 - Balance

Type 1 - Fairness
My game will be asymmetrical in the fact that the player will be pitted against large numbers of both armored security officers or anti-intrusion programs (depending on which character is being controlled at the time). The character has the advantage of increased initiative as the officers will take a moment to react to her presence, during which time she is able to take the first shot in their encounter. Additionally, the player will be able to use cover while playing as one character, but while playing with the other will utilize increased agility and mobility to dodge and counter enemy attacks.

Type 2 - Challenge vs. Success
My game may end up being somewhat difficult due to the nature of the gameplay, but I intend to balance difficulty by using player kill count to determine spawn rates. There will, of course, be scripted periods where the game's difficulty ramps up, but even these moments will be moderated by player skill because spawn rates will be raised the more effectively the player dispatches their enemies. This will apply to both characters, though their spawn rates will be unique to account for the player possibly being more adept as one of the characters over another.

Type 3 - Meaningful Choices
I plan to provide a couple of meaningful choices to the player. Since my game involves switching between two different characters, the choice of when to switch is ever present. If the player is warned that one of the characters requires their assistance, but chooses not to switch, that could directly affect whether or not they will be successful in their mission and complete the game. Additionally, as one of the characters, the player has the option to be proactive and attack towards enemy spawn points, preventing them from building up in waves but leaving the other character more vulnerable, or playing defensively, which could lead to slower gameplay or the feeling of being overwhelmed by enemy numbers, but also gives them a greater deal of control over the map and lets them ensure that the other character is not killed, which would result in a game over.

Type 4 - Skill vs. Chance
I plan on primarily relying on player skill to determine outcomes of events within the game, but there will likely be an element of randomness to player/enemy damage output (may deal between, for example, 10 and 15 damage per shot, which may seem minor at first, but effects enemy staying power as well as throws off when the player will have to reload, which leaves them more vulnerable for a short time) or I may include a random element to enemy spawning so that they do not spawn at an even rate and can occasionally bunch up and pressure the character to a greater extent.

Type 5 - Heads vs. Hands
Like any good shooter, I plan to balance this by making positioning as important as raw twitch shooting skills. Being a crack shot will make the game easier, but if a player is unable to also manage their placement, timing of reloads, and effectively utilize cover, they will be quickly dispatched by the numbers of the enemy. The game will not be overwhelmingly taxing in terms of dexterity or thinking, but will require a player to at least be competent in both areas.

Type 6 - Competition vs. Cooperation
This type of balance will not really come into play with this game as it is a single-player experience. If the game were to be multiplayer, it would be entirely cooperative, as the two characters are working towards the same goal, just fighting on two different fronts.

Type 7 - Short vs. Long
I have found myself struggling with the issue of game length. I was initially planning on simply having the game be a set length and the idea was to survive that long and one of the character's goals would be achieved, which would result in the game being won. However, I may implement a system by which additional objectives can be achieved by either character which can affect the length of the game, which would allow exceptional players to be rewarded for their skills by achieving a record time.

Type 8 - Rewards
Primarily, my game will focus on the concepts of Spectacle and Completion to provide player rewards. The game is very focused in scope, so the success of the mission being undertaken by the characters is demonstrated to be of critical importance, and successes result in a greater threat, leading to the player feeling like the stakes are raised. This leads the player to be rewarded for completing the game. Additionally, the game may have the two characters interacting with each other and providing praise for surviving past certain checkpoints, and verbally supporting each other.

Type 9 - Punishment
Due to the simplicity of the game, the primary means of punishment will be terminated play. The game doesn't really have lives or score as such, just the success or failure of the mission. There may also be an element of Shaming as well, as there may be reports on the player's failure by the security forces they are at odds with during the game over screen.

Type 10 - Freedom vs Controlled Experience
I plan on balancing this aspect of the game in terms of scale. The overall game will be a controlled experience, but the player will have control over the moment-to-moment experience up to a point. The game is contained within a fairly small area, but the character is free to move about that area and attack from where they so choose, at least with one character. With the other, the experience is much more controlled, but also allows the character more freedom in terms of their response. They can try to simply dodge attacks, or they can return fire and be more aggressive, though at an increased risk to themselves.

Type 11 - Simple vs. Complex
My game will be balancing simplicity and complexity with the two character concept. Each character's playstyle is fairly straightforward and easy to pick up. However, the necessity of switching between the two incorporates elements of complexity into the game. It's not exactly emergent complexity, but it allows there to be more to the game than either character's unique gameplay elements.

Type 12 - Detail vs. Imagination
My game will use smaller details specific to the characters to inspire the player's imagination in regards to the city, the security forces they oppose, and their mission's overall place in the changing landscape of the world. The setting is cyberpunk which is ideally familiar enough to people that they can quickly pick up things about the world, but different enough to examine critical issues in a way that we may not have widespread acceptance of in current society.

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