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 Post subject: Math of making a games strategy balanced
PostPosted: Tue Jul 31, 2012 1:40 pm 
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Space Squid

Joined: Fri Jun 27, 2003 6:23 pm
Posts: 66
Location: Milkyway
What kind of math is needed to make a computer games strategy-system balanced?
Numerical analysis, operations research, statistics and probability theory

Are evolutionary algorithms needed for that? Is it neccessary to create AIs that play that game hundrets of times to find out how to set the games strategy system correct, that its balanced?

I think, that one of the highest priority for a strategy game is that the stratagy system of it is balanced.

That means: The shall not be a race that is the best and a race that is the worst ; not a weapon that is the best and the worst and so on.


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 Post subject: Re: Math of making a games strategy balanced
PostPosted: Thu Aug 16, 2012 9:03 am 
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Space Krill

Joined: Wed Dec 14, 2011 7:34 am
Posts: 3
bump for attention of more experienced people!Odin Quest is a browser-based MMORPG by YouJoy, owned by China-based DragonsMeet, the operator of Yoogames.com.


Last edited by freedom on Mon Aug 27, 2012 3:21 am, edited 1 time in total.

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 Post subject: Re: Math of making a games strategy balanced
PostPosted: Thu Aug 16, 2012 10:07 am 
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Space Squid
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Joined: Wed Jul 20, 2011 12:03 pm
Posts: 85
What is needed is play-testing - not maths!

Playing games is much more fun than doing maths! :)


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 Post subject: Re: Math of making a games strategy balanced
PostPosted: Thu Aug 16, 2012 3:29 pm 
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Design & Graphics Lead
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FO is far too incomplete to be finely balanced. Or at least for it to be worthwhile for us to try to finely balance, since a lot of development is adding/removing features and content.

I find it worthwhile to get things informally, roughly balanced, but not much beyond that.

Though if someone has the skills and inclination to take a more mathematical, rigorous approach, that would be great.

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 Post subject: Re: Math of making a games strategy balanced
PostPosted: Sun Aug 19, 2012 7:46 pm 
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Space Krill

Joined: Sun Aug 19, 2012 7:23 pm
Posts: 3
I bet most designers do it my way: use the rule of thumb and adjust after having built the prototype. Having some experience is useful, because your thumb will be more on target, but not strictly required.

I am not sure if anyone ever balanced a game using a mathematical approach, but might be interesting to see, if the result is worth the effort.


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