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Mathematical balance metrics in competitive multiplayer games

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Date Editor Before After
4/8/2015 3:07:51 PMUSrankkaen before revert after revert
4/8/2015 3:04:59 PMUSrankkaen before revert after revert
4/8/2015 3:03:58 PMUSrankkaen before revert after revert
Before After
1 I know this wasn't the question, but I was surprised that there was no mention of Hazardous Software (of Achron fame) using automated [url=http://www.hazardoussoftware.com/site/strategy-level-game-design.php]unit tests to verify game balance[/url] during development. 1 I know this wasn't the question, but I was surprised that there was no mention of Hazardous Software (of Achron fame) using automated [url=http://www.hazardoussoftware.com/site/strategy-level-game-design.php]unit tests to verify game balance[/url] during development.
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3 It also seems like a natural extension to apply some of these mathematical models to a game (zk maybe) and then see if those can predict the observed "metagame" preferences of players (no idea how to usefully measure this) but I might be misunderstanding the scope. In fact one might go from the other direction by gathering some sort of popularity metric and [i]then[/i] seeing which mathematical properties correlate best with them. 3 It also seems like a natural extension to apply some of these mathematical models to a game (zk maybe) and then see if those can predict the observed "metagame" preferences of players (no idea how to usefully measure this) but I might be misunderstanding the scope. In fact one might go from the other direction by gathering some sort of popularity metric and [i]then[/i] seeing which mathematical properties correlate best with them.
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5 I'm neither a mathematician nor an academic, so my apologies if these are actually useless ideas.