8/5/2014 Zach Laster University of Helsinki We talked previously on how values interrelate. Now we’ll Relationships between numbers can be either look at some concrete examples and forms of two-way or one-way. relationships. Generally these relationships are in reference Numbers in games don’t mean anything alone. They need to converting one resource to another some form of comparison points (context) to become meaningful. We can convert 1000 gp into the item above, for If an item costs 1000 gp, is it worth a lot? instance. What if a ship has 12 move a turn? Is it fast? We can get 10000 gp from running a dungeon. We only know whether something is good or bad based We can spend 1000 gp for 10 HP on its relationship to other things. etc If smelting a block of iron costs 200 smelt, and coal provides 1000, we know something about how smelting works. When determining game balance, we often try If we frequently get bags of 10000 gp in a game, obviously the to tie all of the resources in a game back to a 1000 gp item isn’t really that valuable. single resource. This helps us determine how If the world is thousands of tiles in size, 12 move won’t feel very fast; but we still don’t know how it compares against other move various things compare. speeds! Identity Relationship Linear Relationship An identity relationship is where two numbers A linear relationship is like the identity move together in exactly the same way. relationship, except it scales. As one increases, the other increases by an identical We can have a 1-to-12 relationship, for amount. example. They can start at different values, and other things can act upon them If I can get 10 HP for 1000 gp , that’s a 1 -100 Not quite the same as having a copy of the value relationship. If you consider the example of food from ○ This assumes there are no progressive deals, Ultima III: Exodus, we can get food from gold like 20 HP for 1750 gp … That’s not a linear as a one-way identity relationship. Food then relationship at that point, obviously. decreases over time. 1
8/5/2014 Triangular Relationship Exponential Relationship (Polygonal) Exponential numbers get big FAST When we want something like the exponential relationship, just not as huge, we often go for triangle Basically, this relationship is when you want to stair relationships. something to scale very rapidly, like buying skill points or stats in a system where the next one is For each step on the one side, we increase the other more valuable than the first. by one more than it was increased last time. 1, 3, 6, 10, 15, 21… Stat points in D&D 3.5 are a great example (gp for the magic items). This probably looks really familiar Same for gp costs on a number of magic item properties, D&D 3.5 uses this as the XP requirement for leveling actually Each level requires the previous level times 1000 XP Often accomplished by doubling. more than they had to get to that level Typically, we don’t bother with anything more than ○ 0, 1000, 3000, 6000, 10000… etc doubling. Tripling makes things almost prohibitively We can actually use other shapes as well. expensive, in practice, or far too powerful. Formulaic Relationship Systems of Relationships There is no reason you can’t create more Since we typically have more than two customized relationships between numbers in a game which relate, we numbers. wind up with a network of numbers Some numbers just might be lots more or less which interrelate. valuable The difference between almost one-shotting If we can convert 3 blue gems into a red something and actually doing so is HUGE gem, and 4 red gems into a green one, If none of the standard relationships work we can obviously convert 12 blue gems for your case, make one up. You can build into a green gem indirectly. it from the standard ones, as an aid. If these relationships are two-way, then a The only key is to understand how the single green gem can get us 12 blue gems. relationship will impact everything else! Constructing this network can help tip us We can also get an idea of what the off to issues in our relationships. central resource in our game is. I can get 100 gp from donating blood, and I lose The above one was probably HP, given 10 HP for doing this. (1HP → 10gp) there are probably other relationships I nthe I can heal myself for 10 HP using 5 MP (1MP → 2HP) game which affect HP directly (damage) Most of the time, the game’s win or loss I can buy a MP potion (5MP) for 50gp (10gp → 5MP) condition will be tied to this resource 1HP → 10gp → 5MP → 10HP → 100gp You lose if you run out of HP ○ Whoops Feedback loops aren’t inherently bad, If it isn’t perhaps you should move it, or though, as we’ll see. redirect some of the relationships 2
8/5/2014 We’ve mentioned feedback loops, like the Usually, these loops are controlled in the manner of diminishing returns. blood donation one before. Killing Monsters results in XP (HP →XP) Actually, most games use these loops. They XP produces level ups ( XP→Level ) aren’t really bad. Levels increase damage and such ( Level→damage ) The one given was bad because donating blood Which makes us better at killing stuff probably isn’t something we wanted to We’d be stuck in a loop (we are, actually, but…) incentivize like that. If it was, though, we’ve except killing that monster tends to become less done it. effective after a while. Usually the loop looks more like: We need more XP to get that next level ○ Kill monster ( HP→gp ) buy more stuff The monster stops providing as much XP as it did before. (gp →damage ) kill more monsters (less HP→gp ) The combination is brutal. We need more, and we get less than before. It’s like a drug addition. (Actually, a lot like, ○ So feedback loops can also produce a but that’s another story.) progression, if they are controlled properly. Progression can also be tied to the resources, such as buying maps or keys using gold to allow us to access new areas, or buying item blueprints or better items. Often, gold is a related resource to HP, so really we are kind of spending HP In some cases, we can’t actually use all of the resource we have Once you’ve bought all the stuff you want with gold, what’s it good for aside from healing? We can also bias costs to make certain things more or less cost effective, making them more valuable in terms of HP than other things of a similar price. Incentivize particular items or spells. Make higher tier things less effective by cost, but still more effective, slowing progression When looking at these relationships, we should also consider how time is affected (it’s almost always a resource). Now that we can compare things fairly well, what do we When balancing things, we generally want our do with it? costs and benefits on an element to balance The previous set dealt mostly in resources. Now we’ll look out at things from the perspective of costs and benefits. Of course there might be a general bias towards A cost is anything which can be considered a drawback or benefits, but that’s a design decision limitation. We can still tie these back to the resources Spending gold, using an action, expending a charge, unit caps, etc. fairly well, most of the time, but the only The item has a limited number of uses, only works under certain important part be that they compare to each conditions, etc. other. A benefit, then, is anything which improves out position Note that some benefits come with costs. Increases our health/damage/power Makes the other guy more squishy A weapon that deals double damage to orcs is really Cool powers cool against orcs, but the benefit doesn’t apply most of the time (unless you are mostly fighting orcs) 3
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