Welcome aboard to my Fall '10 blog for FSU's DIG3725: Game Design course. Feel free to browse what I find along the
way and please leave comments!

Critques, suggestions, and questions are always appricated!

Monday, November 22, 2010

Homework 19: The Balancing Act


- Q1: What elements of balance are you using in your game? How is skill balanced against knowledge/thinking?
~ A1: The most important elements of balance in our game are the ability to switch between characters, having various enemies as challengers, and simple but interesting contexts to play in. Skill is balanced against knowledge by the ability to clear levels more quickly as time passes.

- Q2: Do you have an economy. Please explain? How is it balanced?
~ A2: No, Ro does not involve an economy. It was too complex to add given the time frame. It doesn't have a sense of balance because we do not have one.

- Q3: How do you control boredom versus frustration curve?
~ A3: Players will feel accomplish when getting further in our game with the difficulty of enemies and the challenge of using different skills from Ro's forms.

- Q4: Are there quantitative elements in the game (scores, hits, health, et.) How are they monitored?
~ A4: We are planning on having a scoring system where player receives points for defeating enemies, the points are gained exponentially throughout the game as well as a life system where the player will have to restart after three lives. Players lose a life when a health meter goes to zero. The health meter is affected by enemy attacks where certain attacks cause more or less damage in different forms.


- Q5: What kinds of reward system or punishment are included in the game?
~ Q5: Players are rewarded for understanding both Ro's forms and the enemies abilities and punished for the lack of that knowledge with damage to their health.

- Q6: How simple or complex is your game? Explain.
~ Q6: Our game is very simple but it should still interest players on a basic level because of the image complexity.

- Q7: How long would you expect your game to last assuming all levels were constructed. Explain why this is good.
- Q8: I would guess our game would run about 5 minutes for what we have right now, about 30-45 minutes for all completed levels with an average skill level.

- Q8: Consider two objects (not the main characters) in your game, and enumerate their purposes (the more the better). Establish an elegance rating
~ A8: One item we planned on having in the game was an energy bottle for the character to collect. Players would receive a health bonus for collecting them and they would help maintain the character's current state.

Another item we planned on are keys of some kind to open an upcoming level.

Elegance Rating:

- elements: 1-2 player characters with 2-3 forms (we are planning on one character with 2-3 forms), 3d play area, 2d backgrounds, intro screen, simple but multiple attacks with animations.
- purpose:

~player: allows the user control of the game, character choice
~ play area: field to interact with
~ 2d background: simplifies 3d design and increases gameplay speed
~ intro screen: introduces the player to our game world, offers them the rules of the game.
~ attacks: a form of control and choice for the player
~ animations: entertainment value
- rating: 6

- Q9: Go through the various section in Chapter 11, and address any aspect of balance contained in your game, and not included in the previous questions.
~ A9: Another aspect of balance is our game's idea imagination. Eventually in a full version our game, I would like to have the background be animated with bubbling concoctions from a secret laboratory which randomly affect gameplay. For example, the potions could explode to give bonuses or penalties to either side to make the game more interesting. The detail would be limited to the amount needed for the player's imagination to take over.

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