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Phase transitions in video games and game balance

A phase transition occurs when the system crosses the line separating the two phases [ 1 ]. For water and ice it is 0 ° C ( if we discard the influence of atmospheric pressure and other factors ). In addition to phase transitions in thermodynamics, phase transitions can also be distinguished as applied to video games.

In games and near-game fields, phase transitions are much less studied and often cannot boast of rigorous scientific evidence. This effect is often referred to as “critical mass gain”.

Picture Frequency of miracles [ 2 ]
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Further, we will consider illustrative examples of phase transitions and possible ways of working with them.

The phase transitions are amazing and beautiful with their abrupt state changes upon reaching certain constant threshold values for controlling factors. And it does not matter how these factors reached the threshold values: with a gradual uniform change of values ​​or sharp non-uniform jumps, the threshold values ​​of the phase transition will be the same. I have this effect is a real delight. And if I used to childhood glaciation, melting and boiling, and did not pay attention to it, then to less obvious examples I have deeply warm feelings.

The whole dramatic effect of unknown / undetected phase transitions is manifested due to a number of their features:


The growth of the main characteristics of the fighting characters


Imagine a standard melee warrior of level 1 with a loss of 50 units and a survivability of 50 units. He fights with the enemies around him, for example, with a caterpillar with damage of 10 units with a survivability margin of 72 units. Suppose a warrior always attacks first, and a crawler attacks in response.

The log of such battles can be represented as follows:
1) Warrior hp (50), dmg (50) attacks Huckle no.1 hp (72) => hp (22), dmg (10)
2) Crawler # 1 hp (22), dmg (10) attacks the Warrior hp (50) => hp (40), dmg (50)
3) Warrior hp (40), dmg (50) attacks Gusenozhku number 1 hp (22) => hp (0), dmg (10)
4) Warrior hp (40), dmg (50) attacks Gusenozhku number 2 hp (72) => hp (22), dmg (10)
5) Crawler # 2 hp (22), dmg (10) attacks the Warrior hp (40) => hp (30), dmg (50)
6) Warrior hp (30), dmg (50) attacks Gusenozhku number 2 hp (22) => hp (0), dmg (10)
7) Warrior hp (30), dmg (50) as well as Gusenozhk number 3 hp (72) => hp (22), dmg (10)
8) Crawler # 3 hp (22), dmg (10) attacks the Warrior hp (30) => hp (20), dmg (50)
9) Warrior hp (20), dmg (50) attacks Gusenozhk number 3 hp (22) => hp (0), dmg (10)
10) Warrior hp (20), dmg (50) attacks Gusenozhk # 4 hp (72) => hp (22), dmg (10)
11) Crawler # 4 hp (22), dmg (10) attacks the Warrior hp (20) => hp (10), dmg (50)
12) Warrior hp (10), dmg (50) attacks Gusenozhk # 4 hp (22) => hp (0), dmg (10)
13) Warrior hp (10), dmg (50) retreats for treatment
Thus, the warrior will have time to destroy 4 gosenozhek, after which he will need treatment.

Suppose with each new level a warrior receives a bonus of 5 points of damage and 5 points of survivability. Based on these data, you can build a graph of the number of dead crawlers before the need for treatment (loss of time and resources):

The dependence of the number of dead gosenozhek to the need for treatment

That is, from the 6th level (when he will have 75 damage) the player can kill the crawlers with impunity and more than twice as fast. stop taking damage from them. Such an imbalance is quite easy to smooth out or eliminate, when the developer is dealing with 2-able characters. When these characters become many dozens and each has a dozen different types of attacks, the developer will certainly face an imbalance in various combinations. A twist of some parameters will lead to the emergence of new super characters.

For example:

A series of the South Park animated series “Make love, not Warcraft,” [ 3 ], where the main characters were pumped on boars dying with one blow.

,   Warcraft’
Boar Extermination - South Park

At the moment, came up with several ways to deal with this problem:


Search for dominant strategy


Dominant strategy is a situation in which one of the strategies of a player gives a greater gain than the other in any actions of his opponents [ 8 ]. The emergence of dominant strategies is inevitable, but developers can weaken them, bringing the gameplay to a more balanced state.

Examples of phase transitions in dominant strategies:


Conclusion


In conclusion, I would like to give an excellent quote from the article “Level 16: Game Balance” by Ian Schreiber [ 13 ] (in general, the whole site contains a very interesting series of articles about game balance from different points of view) .

The Role of Balance - the original
The Role of Balance

I was very passionate about the game balance. “This is a fun game” was my mantra. I’m sure I’ve got them right now. Such is the privilege of youth.

While I still take a more moderate line. Spite of being unbalanced. I've seen other games that are intentionally unbalanced. I have seen it astoundingly well in the marketplace, despite having egregious imbalances. These are rare and special cases. But he didn’t want to take priority over the ultimate design goals. Let these techniques be your tools, not your master.

The role of balance (transfer)
In my early years as a game designer, I was completely uncompromising in terms of game balance. “An interesting game is a balanced game, and a balanced game is an interesting game,” was my mantra. I have no doubt that I annoyed many of my senior colleagues with my ranting about the deficiencies in the balance in our games, and why we should correct them immediately. Ah, youthful maximalism.

Although I still believe that the ability to find balance is an important and key skill of any game designer, I now adhere to a more tolerant point of view. I met games that were interesting despite the fact that they were unbalanced. I met games that were interesting precisely because they were deliberately disturbed by the balance. I even met a few games that were surprisingly successful, despite the fact that there was just a glaring imbalance in the gameplay. Although it is worth noting that these are very rare and specific cases. So let it serve you as a reminder that all the methods and approaches that I have voiced should not prevail over the main goals of your game. Let these approaches to achieve balance be your means, not the end.

Sources of literature


  1. Phase transition in thermodynamics
  2. Picture Frequency of miracles
  3. Series of the animated series South Park "Make love, not Warcraft'om"
  4. Elemental stone-scissors-paper in Pokemon
  5. Auto-leasing at Skyrim & Oblivion
  6. Limit locations to hero levels in Darkest Dungeon
  7. The table of experience required to improve in Neverwinter Nights 2
  8. Dominant Strategy - Wikipedia
  9. Hearthstone official website
  10. Hearthstone - combo of endless fireballs - Youtube
  11. Slay the Spire
  12. Slay the Spire - steady endless combo of 2 cards
  13. Level 16: Game Balance and Ian Schreiber series of balance articles

Source: https://habr.com/ru/post/426927/


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