Polished Game Development pp 65-83 | Cite as
Game Balancing
Finding the Goldilocks Zone
Chapter
First Online:
Abstract
One of the most intriguing parts of game development is balancing. How do you make a game that is neither too easy nor too hard? How do you ensure that one feature of the game isn’t so overpowering that it makes all other elements insignificant? Perhaps more importantly, who decides that? A game of any sensible size takes many months or years to develop, which means that all those working on it have an innate understanding of the interface and mechanics, so that everyone on the team finds the game too easy.
Keywords
Training Level Risk Curve Return Result Game Mechanic Game Element
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Copyright information
© Steven Goodwin 2016