AET 335 Lecture 8: Lecture 8 Notes

29 views2 pages

Document Summary

Action imbalance: benefit a player-mechanic provides is either too weak or too strong in comparison to its cost to the player. Too weak/powerful of a systems-driven mechanic to factor into player decision making. Can cause player choices to be either obvious or meaningless. Strategic imbalance: game supports a dominant strategy. Asymmetric imbalance: one player has undesired systemic advantage at the onset of the game. Difficulty imbalance: difficulty not suited to target audience. Cost curve: the cost of ensuing improvements/additions. Transitive (rankable): a b and b c = a c. Intransitive (unrankable): a c does not automatically follow from a b and b c. Tuning: a balance adjustment that involves changing some numeric trait of the game. Aspects of digital games shared with other art forms. Turn-based game: game state remains static while player decides what actions to take. Real-time games: play happens continuously and does not pause for the player to make a decision.

Get access

Grade+20% off
$8 USD/m$10 USD/m
Billed $96 USD annually
Grade+
Homework Help
Study Guides
Textbook Solutions
Class Notes
Textbook Notes
Booster Class
40 Verified Answers
Class+
$8 USD/m
Billed $96 USD annually
Class+
Homework Help
Study Guides
Textbook Solutions
Class Notes
Textbook Notes
Booster Class
30 Verified Answers