In this week’s lecture we kind of wrap up our group project by submitting a team evaluation form. In Tuesday’s class, we focus on three parts of a game design process today, functionality, completeness, and balance. For example in class today we talk about the spawning position of the player after they died in the game, it is an important aspect to discuss about when designing a game. For example in a first-person shooting game, like in CrossFire this game when you died you will respawn in your own base with 5 second time period that you are invulnerable because someone can just snipe you or hide behind you in your own base. The same concept can also be seen in the game League of Legends you respawn in your own base when you died and there exist an overpowered turret can dramatically kill the enemy champion if they try to dive in the pool and kill you in the base. In the second part of the class we watch a youtube video called “Balancing League of Legends for every player, from Bronze to bengi” In this video, It talks about how different it will be if they try to balance the game for top tier players vs low tier players. It’s a hard job to balance a game when the difference between a pro player and low-leveled is too huge. But there is still different aspects we can focus on when we try to make a change. From the character aspect, the overpowered heroes or their passive, abilities can be counted if you spend time studying the game and understand their weaknesses. And also another aspect to consider is that if the game designer makes the abilities are hard to execute, only the top tier players will be interested in doing that, the low tier players still trying to learn and understand how to play the game better. There are so many other minor things it talks about in the videos such as strong window power, this allows the players that in a short period of time is more powerful than other teams, this can also be an aspect to think about when balancing a game. One example of this is that there is a monster called Baron if your team kills it, you will get a buff for your whole team to grant you extra power for a short period of time. Throughout this video, I really learn a lot about the perspective of a designer. Right now when I play the same game I have a different feeling now, I look deeper than just playing the game. I think about is it balanced, right now I will spend time to look at the patch notes riot post out, to see what changes they make for the current patch. And through those changes, I take my time to think about why they make those changes.
I definitely agree that certain characters in games appear to be unbalanced at first and are a lot more powerful at lower tier levels, like what the video was saying in class. Once you become more accustomed to the game and actually learn the mechanics, however, it’s easier to counter these abilities that we once struggled to fight against. Practice definitely makes games more balanced.
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I agree that people sometimes just call a character unbalance because they don’t know how to deal with it yet. It was also interesting that some abilities such as the window abilities, are used efficiently by low tier players as well as high tier players. This is the case because it doesn’t require as much skill to execute this skill.
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