Balancing the Unbalanced

42
Balancing the Unbalanced

description

Balancing the Unbalanced. The Challenge. RTS Level Design Conventions Even Teams Symmetrical / Opposite Starting Positions Equal Opportunities Challenge: 2 vs. 3 RTS Level Design. The Result. 12 Warcraft III Maps 4 Company of Heroes Maps Our Candidate Maps: Warcraft III Invasion - PowerPoint PPT Presentation

Transcript of Balancing the Unbalanced

Page 1: Balancing the Unbalanced

Balancing the Unbalanced

Page 2: Balancing the Unbalanced

The Challenge

• RTS Level Design– Conventions

• Even Teams• Symmetrical / Opposite Starting Positions• Equal Opportunities

• Challenge: 2 vs. 3 RTS Level Design

Page 3: Balancing the Unbalanced

The Result

• 12 Warcraft III Maps• 4 Company of Heroes Maps

• Our Candidate Maps:– Warcraft III

• Invasion• Caravan / Tug of War (Short)

– Company of Heroes• Defensive Forest• City

Page 4: Balancing the Unbalanced

Invasion

• Balancing concept– The third player on the 3p

team is kept out of the fight at the beginning

• Resources (all maps)• 3p team spread out (all maps)

Page 5: Balancing the Unbalanced

Caravan / Tug of War (Short)

• Balancing concept– Moved the target of

units from bases to the caravan.

– 2p team closer to caravan

• Resources (all maps)• 3p team spread out

(all maps)

Page 6: Balancing the Unbalanced

Defensive Forest

• Balancing concept– Easier to defend

– 3p team spread out (all maps)

– Resources (all maps)

Page 7: Balancing the Unbalanced

City

• Balancing concept– Limited access

to city at first for 3p team

– Resources (all maps)

– 3p team spread out (all maps)

Page 8: Balancing the Unbalanced

A Theory of Level Design

•Our approach

•Theory available–Byrne, Co, Crawford –Not genre agnostic

Page 9: Balancing the Unbalanced

A Theory of Level DesignTools of analysis

Descriptive

General Our analysisHooks Balancing conceptObjects of interest Iteration and TestingStrategies Level of conventionsBalance Conclusion

Page 10: Balancing the Unbalanced

A Theory of Level Design

Conventions

•General•Game specific•How we used conventions

–Level design elements–Focus

Page 11: Balancing the Unbalanced

A Theory of Level Design

Conventional maps– Less workload

– Less testing

– All about player skill (You know it’s balanced)

– Meets player expectations

Non-conventional maps– Bigger workload

– More testing to establish if the map is balanced

– Difficult to assess if balance has been achieved (because of player skill)

– BUT can make for more interesting maps.

Page 12: Balancing the Unbalanced

A Theory of Level Design

•Analysis tool–Positive feedback–Other elements

•Patterns or Heuristics

•Agnostic?

Page 13: Balancing the Unbalanced

Playing styleHow testers played differently from us

Hypothesis:Tester would play this map as we played it i.e. go for the caravan

Us:• Played the map as it was intended (game mode)• Seemed balanced• Even fight

Them:• Played the map as the game was intended

• Destroyed bases rather than go for caravan• Revealed imbalance• Some complaints about ”this is not warcraft”

–Player expectations

Subsequently the map is no longer considered a candidate as a balanced map.

Page 14: Balancing the Unbalanced

Playing styleHow testers played differently from us

Hypothesis:Testers will play this map as we do, discovering new tactics and shortcuts as they get to know the map.

Us:• Played aggresively• Used shortcuts• Used a wide range of tactics

Them: • Didnt use shortcuts (never saw them)• 2P team won on attrition once

• Used a wide range of tactics

Map seems balanced all the way, but is essentially a 2vs2 fight for a while.

Page 15: Balancing the Unbalanced

Playing styleHow testers played differently from us

HypothesisTester would play this map as we played it, see illustration.

Us• Divide the map in the middle• Go for bridge destruction• Lots of artillery• Lots of pushing back and forth

Page 16: Balancing the Unbalanced

Playing styleHow testers played differently from us

Hypothesis:Wrong.

Testers:• Split the town the ”other” way• Lots of infantry• Lots of pushing back and forth

–Shifting sides

Overall the map lead to hectic intense fighting and is deemed balanced by testing results

Page 17: Balancing the Unbalanced

Playing styleHow testers played differently from us

Initial movements by All

Page 18: Balancing the Unbalanced

Playing styleHow testers played differently from us

Us – Big pushesPushing past defensive lines

No fighting for points

Page 19: Balancing the Unbalanced

Playing styleHow testers played differently from us

Us – Big pushesPushing past defensive lines

No fighting for points

Page 20: Balancing the Unbalanced

Playing styleHow testers played differently from us

Hypothesis:Testers will go for big pushes as well

Wrong.

TestersLot of small back and forth fighting

No pushing past defense

Fighting for points

Page 21: Balancing the Unbalanced

Playing styleHow testers played differently from us

Showed us valuable lessons

Balancing for best-tactic means balance for regular players

Valuable to witness other ways of playing maps that we know well

New ideas spawn from this

Page 22: Balancing the Unbalanced

Improving the levels furtherImprove collision areas

Lot of fighting in the blue zone

Flat terrain.

Should improve to enhance the battle – collision

To allow 3P to get closer

To allow 2P to get further out

Page 23: Balancing the Unbalanced

Improving the levels furtherTweak resources.

Increase map size a little

Page 24: Balancing the Unbalanced

Improving the levels further

WCIII maps are hard to improve further…

Caravan

• Caravan speed

• Access to bases

• Distance

• Spread out 3P team

• Caravan path

Invasion

• Defensive capabilities of the 2P team

• Utilize middle area

Page 25: Balancing the Unbalanced

Level lessons

How our level design evolved through the project

Page 26: Balancing the Unbalanced

First levels

• Defense was important

• Aggression in WCIII

• The strength of a joint 3P team– (”dungeon” & ”easy defendable”)

• Lessons– Player styles– Spreading out

Page 27: Balancing the Unbalanced

Our influence

• The early levels showed which playstyle the group favoured

• Spectrum of play styles (attack in WCIII)

• Cater to the rush players– Bring in rushers for testing– But balance has priority

RusherBasehugger

Page 28: Balancing the Unbalanced

Joint forces

• The ability to join forces is VERY important

• Spread out 3P team

• Make ”one” base for 2P team

Page 29: Balancing the Unbalanced

The 2P team

• The difference of 3vs2 in WCIII and CoH

• 2P team advantages– Bridges– Asymetrical icecrown– Kill the monkey

Page 30: Balancing the Unbalanced

Considerations

• Spread out the 3P team

• 2P needs many advantages

• Defense is difficult

• Consider all play styles

Page 31: Balancing the Unbalanced

Testing & IterationIntroduction

• Finding balance through quantifiable testing

• Constraints– External vs. Internal testers– Comparable skill– Testing environment– Time!!

Page 32: Balancing the Unbalanced

Testing & IterationWorkload

• More than 300 manhours spent testing before deadline

• Tests spread out between the 4 phases

• Number of beta tests Lack of (quantifiable) results

Page 33: Balancing the Unbalanced

Testing & IterationFurther beta testing

• The 4 candidate maps are tested even further

– Caravan (WCIII) 4 Beta tests (14 tests total)

– Invasion (WCIII) 3 Beta tests (10 tests total)

– City (CoH) 4 Beta tests (8 tests total)

– Forest (CoH) 2 beta tests (8 tests total)

Page 34: Balancing the Unbalanced

Testing & IterationBeta results – WCIII Candidate Maps

CARAVAN Games Winner Score Balance Rating

Session I 2 3P 1, 2, 4, 3, 2 2.4

Session II 2 3P 3, 2, 3, 3, 2 2.6

Session III 1 3P 3, 2, 4, 1, 1 2.2

Session IV 2 3P 1, 3, 3, 1, 1 1.8

INVASION Games Winner Score Balance Rating

Session I 2 3P/2P 3, 4, 4, 5, 4 4.0

Session II 1 3P 4, 3, 4, 3, 4 3.6

Session III 1 2P 3.5, 3, 3, 3, 2 2.9

Page 35: Balancing the Unbalanced

Testing & IterationBeta results – CoH Candidate Maps

CITY Games Winner Score Balance Rating

Session I 1 2P 3, 3, 3, 3, 3 3.0

Session II 2 3P 3, 3.5, 4, 5, 4 3.9

Session III 1 2P 4, 5, 2, 3.5, 4 3.7

Session IV 1 3P 3, 3, 5, 2.5, 4 3.7

FOREST Games Winner Score Balance Rating

Session I 1 2P 3, 4, 3.5, 5, 3 3.7

Session II 1 3P 2, 3, 3.5, 4, 5 3.5

Page 36: Balancing the Unbalanced

Testing & IterationConclusion

• First indicator of balance

• Very hard to achieve the initial criterias for entry and exit– Misinterpretation of questions asked

– Subjective ratings

– Most games are situational, which spawns irregularities

– First time as test managers

• Added level of detail for further tests

Page 37: Balancing the Unbalanced

Editting Tools

• Mutual interest in learning RTS editors

• World Editor (WCIII)– User friendly, easy to learn– Supports

• Level building• Unit modification• Game constants modification• Scripting – triggers

Page 38: Balancing the Unbalanced

Editting Tools II

• World Builder (CoH)– Technical, steeper learning curve– Purely a level builder

• Attention to aesthetic detail and interactive environments (cover)

• No method of scripting events built-in• Mod tools such as Corsix’s Mod Studio

(http://www.corsix.org/cdms/) allows for unit modification

• Movie-making support

Page 39: Balancing the Unbalanced

Game Modes and Balance• Classic RTS

– Annihilation• Resource management• Level/terrain considerations (chokepoints etc.)• Starting positions

• WCIII – New methods to obtain balance– Caravan

• Shift of focus to caravan and teamwork– Caravan speed– Caravan path length/shape– Co-op tactics

– Kill the monkey• Emphasis on attack or defense

– Position and abilities of NPC– Timer– Enhancement of defensive capabilities

• CoH – Victory Points

• Spread out battles becomes advantageous for 3P team• Time pressure

Page 40: Balancing the Unbalanced

Choice of Games

• Considerations– Starcraft– Dawn of War– Age of Empires III

• Reasons– Similarity/differences– Editor availability– WCIII

• Heroes, number of races, air units– CoH

• Strategic points/resources system, doctrine system, interactive environments

Page 41: Balancing the Unbalanced

The Future

– Adjustable unit cap (Supreme Commander)– No assumptions about size of armies (3 large armies VS

2 large armies)

– XP: resource/unit/special abilities boost (AoE3)

– XP rate and rewards

– Potential in further use of terrain– Interactive terrain

– Advanced teamplay / different roles

Page 42: Balancing the Unbalanced

THE END