[gameprogrammer] Re: Refining balance in strategy games
- From: "Harrington, Timothy" <tharrington@xxxxxxxxx>
- To: <gameprogrammer@xxxxxxxxxxxxx>
- Date: Sat, 13 Oct 2007 10:50:47 -0500
Steve, you may have already been here... however, I find the Wikipedia page on
Game Balance fairly well informed from a concept and consideration stage. See
the following URL:
http://en.wikipedia.org/wiki/Game_balance#Real-time_strategy
A good game theory book is, "Games of No Chance", by Nowakowski.
TJH
Tim J. Harrington
DeVry University - Phoenix Campus
Instructor
Game & Simulation Programming (GSP)
phone: 602-870-9222 x847
fax: 602-734-1999
tharrington@xxxxxxxxx
-----Original Message-----
From: gameprogrammer-bounce@xxxxxxxxxxxxx on behalf of Stephen Smith
Sent: Sat 10/13/2007 5:20 AM
To: gameprogrammer@xxxxxxxxxxxxx
Subject: [gameprogrammer] Refining balance in strategy games
Hi all,
Does anyone have any concrete suggestions for refining balance in
strategy games? To take SimCity as an example, what process would the
authors have gone through to make sure, say, that pollution was produced
at such a level that it is controllable? Or that crime doesn't become
rampant given the resources the player has? Is it just a case of
playing the game a lot and tweaking it over a long period of time, or
are there known processes/algorithms to make sure it works?
Thanks in advance,
Steve
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- References:
- [gameprogrammer] Refining balance in strategy games
- From: Stephen Smith
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- [gameprogrammer] Refining balance in strategy games
- From: Stephen Smith