So balance... It's intrinsically clear that balance is a significant aspect of a game. Our game will be implementing a variety of balancing techniques of which are listed within the balancing chapter in our book.
First of which I would like to note is challenge vs. success. I've been concerned with this notion for a while now, actually. I was worried that with the simplicity of our game, challenge would be lacking; however, the book suggested a brilliant option widely used by many popular games: optional difficulty level. I think that our game could really benefit from this kind of enhancement. With optional difficulty levels available for the player, challenge will be less of a concern, and our team can focus on other, more pressing mechanical issues.
Another type of balance that I would like to point out is the meaningful choices. I previously discussed the possibility of a stealth vs. firefight option available throughout are game; I would like for this choice to significantly impact the player's overall gameplay. If a player is choosing firefight, I would want to give him a horde worth fighting. Transversely, if a player chooses stealth, the actions and reactions should be stimulating and rewarding. It could be possible for this choice to affect the gameplay of the boss fights. If there's no consequence to the choice, then there is no point to the choice for the player.
I am also concerned with a particular balance issue in regards to typing skill for the hacking sequences. Our team has not yet conceptually worked out the entire scope of the hacking minigame, but it will require finesse in order to maintain balance. If the typing challenges are too difficult, it will slow and dull the game, however, if the typing challenges are too easy, it will become annoying and pointless. Typing is a skill and will vary greatly from player to player; it is also worth mentioning that is very hard to determine the extent of a person's typing skill. That being said, maybe the typing minigames should have less to do with skill and more to do with chance. It would take the variability out of the hands of the player.
Out of all, I am most concerned with the replay-ability of our game and its relevance to balance. I think that, ideally, our game should be replay-able. The ultimate premise would be: traverse the office floor dispatching with or sneaking past enemies, hacking terminals, cameras, ect., taking down the floor-boss, and advancing to the next level to eventually defeat the final boss and escape the building. Given that our game could have potentially (and hopefully) random-generated floors and enemies, our game would have replay-ability. However, without infinitesimal variety, randomness will eventually become patterned (at least to the player). So, to avoid this, there should be some sort of balanced growth throughout the replays. Something like weapon upgrades, or super-powers, or unlocking harder difficulties or rewards, ect. Whatever the case may be, I feel that for our game to be repeatably enjoyable, this aspect should be carefully defined and processed.
Balance is truly one of the most important aspects to a game. In our case, it can either come to define or debunk us.
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