Entries from April 1, 2014 - April 30, 2014

Friday
Apr182014

Game Balance And Yomi

To celebrate the release of Yomi on iPad, I'll tell you some stories about balancing Yomi. First I'll give you two myths about game balance, then tell you about tier lists and matchup charts, and then a bunch of specific balance problems we had to solve.

Game Balance Myth 1: If it's too well balanced, it's boring.

I understand where this one comes from. Game balance is really hard, so if you had a cast of characters (or RTS races, or card decks, or whatever) and some of them were too good vs other ones, what should you do? The easiest thing is to smooth out anything one that has that's too different. Make things more and more homogeneous until it's fair. Yeah that's one approach, but it makes things boring. The harder way is to try to preserve as much asymmetry as possible AND to make it fair. When we do things the hard way, the good way, it doesn't make things boring. Furthermore, balanced just means the matchup is fair. It doesn't say anything about the dynamics of how interesting it is. A balanced game could be boring or interesting.

Game Balance Myth 2: Sirlin only cares about balance.

From the outside, I can see why someone would think that because I work on games that require a lot of balance work. But the testers who work with me would laugh at this. I'm the one always pushing back on balance changes because other things are more important: good flavor (mechanics expressing the right personality), good dynamics, and elegance. I want fewer words, fewer elements, things to be as simple as we can get away with, and for characters to feel right. If you allow balance to rank higher than those things, you get a terrible feeling game. If you make only balance changes that respect all those constraints, it's hard work, but you can still have a balanced game.

Measuring Balance

At first, I think it's best to get tier lists from testers. That where they put all the characters in a few tiers (groups) to say which characters are all pretty much tied for strongest, which are tied for next strongest, etc. The goal isn't to eliminate tiers, because even you had a 100.00% perfectly magically balanced game, testers would still say there are tiers because of their imperfect perceptions, and that's fine. Tiers help you get a sense of what's going on with balance though.

A helpful format is:

God Tier (S rank). Any character here is brokenly good, above the maximum level that should be allowed, and obsoletes the other characters.
Top Tier (A rank). The group of strongest characters. Being here doesn't mean there's any problem.
Mid Tier (B rank). These characters are noticeably weaker than the top tier, but still very useable.
Bottom Tier (C rank). These characters are noticeably weaker than the mid tier. They are still useable.
Garbage Tier (F rank). Any character here is too weak to bother with. Something really went wrong and they need a boost to become a real part of the game again.

Players are going to disagree and argue, but there will also be some low-hanging fruit here. Even if everyone is arguing about whether CharacterX is high or mid, they might pretty much all agree that CharacterY is garbage or CharacterZ is God tier. The first thing to fix here is to nerf anything in God tier (since even a single thing there ruins the game). The next thing is to buff anything in garbage tier. After that, try to compress the tiers so that being a tier below only means you're barely worse, not like hugely worse.

Matchup Charts

The next level of zooming in on balance is a matchup chart. That's where you create a grid of every character vs every character and then give a rating to how difficult the matchup is. The notation is stuff like 6-4 or 7-3 which means if two experts played 10 games, we expect the expert using CharacterA to win 6 (and opponent using CharacterX wins 4), for example.

It's actually best not to use numerical data to determine these numbers. Yes, really. It's faster and more accurate to get to the bottom of things by relying on expert opinions, and then having those experts argue, and then play each other to sort out disagreements. Think of matchup chart numbers as a kind of shorthand for this:

10-0. Not possible to lose when you play how you should, which you can always do.
9-1. Horrifically bad matchup. Impossible to lose unless something very unlucky happens.
8-2. Really hard for the other player. Multiple "miracles" required each game for the disadvantaged player to win.
7-3. Very hard for the other player. Clear disadvantage for them, but they can still win.
6-4. Somewhat advantage for you. Pretty close overall.
5.5-4.5. Very close match, but you can slightly detect an advantage.
5-5. No advantage to either character.

I want to emphasize just how important it is to get expert opinions on this, rather than adding up numbers from matches. Experts can get a good sense of what's going on in a match much, much sooner than data will reflect. I mean like months or years sooner, even. Imagine two experts played a certain matchup 20 times and the more they played, the more unfair it got. In our example, there is a certain way of playing that the other character just can't deal with and both players are coming to realize that truth more and more. It's entirely possible that they (correctly!) declare it an 8-2 matchup even though their results are no where near that bad. Lots of their games were before they fully understood what's going on. And if we lump in the data from anyone other than experts, it's likely to be worse than ignoring it because they probably aren't playing the match well enough.

With 20 characters, that's 210 matchups (190 non-mirror matchups) so if every non-mirror matchup was played 20 times, that's 3,800 games. Wow is that a lot to even do a first pass with the numerical method. And you get extremely bad data if you do. Let's say a matchup is really 5-5 and you're lucky enough to have found two expert players of equal skill. The chance that result will be 10 games to 10 is just 18%. Finding catastrophically wrong results (the chance of a player winning 14 games or more, indicating a 7-3 MU or worse) is 12%. You're really better off just asking the experts, letting them argue, and letting them sort it out by playtesting, and that's what we do.

Here's Yomi's matchup chart as of today. Of course it slightly changes as players gain more and more understanding, but it's fairly stable:

To put it into perspective,

Click to read more ...

Monday
Apr142014

Codex Design Diary: The "NPE"

In this story, one thing leads to another.

At the Game Developer's Conference, I let some of the conference associates play Codex. Link Hughes (designer on Guild Wars 2) was among them. He didn't have much time to get into it and he had to leave early, but he gave several comments about what he called the "NPE." The New Player Experience. I thought it was so stupid to have a jargony acronym for this that I have remembered it ever since. (Sorry Link, I'm not saying the concept is stupid!)

He was talking about various reasons that it's bad if a game is hard to learn. Yeah sure. There's a lot to games like Magic: the Gathering or Codex and it's kind of inherent to games of that complexity that they take some effort to learn. Codex in particular is trying to do something very different than other games of its type, too: it's trying to be a strategically interesting after years of play, even without *having* to endlessly refresh the card pool. (Sort of like how you can play Starcraft or chess for years without needing new pieces for the game to be interesting.) It's been so much effort to make the game really work how it needs to that I've been much more concerned with that than how we end up teaching it when it's done. That's not something you can even directly work on until you have it all hammered out.

Plus, every time we make any decision about the game, we're indirectly considering the new player. It's often easy to solve some design problem by adding more stuff: more rules, more words, more pieces. But that's not elegant and I always push back. At every step, I try to fight off the feature creep of more more more to keep things as elegant as they can be, given what we're working with. So the beginner benefits from all that.

Link just really went on about this NPE thing though, it was clearly very important to him. I told him how the "NPE" in Codex is that we suggest you start by playing just one hero instead of three. That this simplifies the game quite a bit. It's not just those hero cards themselves, but all the spells and units that are associated with those heroes that you don't have to worry about for your first game. It's cutting 2/3rds of the cards right off the bat, basically.

Link thought that was a good idea. He was looking for more ways to make it easier for a beginner though, or ways for them to care more about trying the simplified version rather than skipping it.

Designing The NPE

Later on, I thought about what Link said. I thought about how I've had to spend all my effort on making the game work correctly, so that's why I hadn't put that much thought into New Player Experiences other than the "only one hero" thing, which is a pretty good way to start. But...what if I really cared about this? What if we said this is super important, and we maximized for the NPE? What would it even look like? I like to do that when things like this come up, and it's basically what we did for asynchronous play a year ago. If we had to change everything around to support this new idea, what would we even do?

The good news is that

Click to read more ...

Thursday
Apr102014

Sneak Peak at Pandante's Final Components

Rodney of WatchItPlayed did a great video showing off the production version of Pandante. I expect to ship the game to kickstarter backers at the end of May. If you missed out on the kickstarter, you can pre-order here and your order will ship after the kickstarter batch of orders goes out.

Here's the video:

Monday
Apr072014

Yomi on iPad: April 17th

Yomi is finally launching on the iPad on April 17th. Press kit is here.

 

First, a reminder of what Yomi is: it's a fighting game in card form. Each deck represents a character and the decks follow poker conventions to help you learn the contents of your deck more easily. Numbered cards are "normal" moves, face cards are special moves, and aces are super moves.

Furthermore, Yomi is a competitive game. I'm really sad to have to explain this next part, but these days lots of competitive games have turned their back on what competition is all about: even playfields. An even playfield is when you can play against opponents who don't have material advantage over you because they grinded more or because they spent more. Nowadays, even some of the top e-sports have either forced-grinds before you're allowed to get gameplay-relevant elements, or they put some kind of collectable barrier between you and gameplay elements so that you play weak, gimped stuff while you grind or open packs of random cards to eventually get to the point when you can finally be even with others (and have material advantage over those who aren't there yet.) Those things trample on the spirit of competition, so I'd like to be clear that in Yomi:

  • There's no forced-grind to get characters.
  • There's no random packs of cards that would have you end up with half-assed weak characters.
  • You always have full-powered characters and you play against other players who do too.

Strategy

Although Yomi looks simple at first, it's really an excellent strategy game. It's something you can play for years and years and continue to get better and better. If you think there's not much to it, watch some of Aphotix's casts and you'll start to realize just how much strategy stuff you aren't aware of. Even *I* realize that watching his casts! Here's a link to our twitch channel: http://www.twitch.tv/sirlingames

iPad Specifics

The iPad version has cross-platform play with the web version. That means any time you join the quickmatch queue, you could end up playing someone from either version. If you have an account already on fantasystrike.com, you can log in with that in the iPad version to keep your same username and your leaderboard stats.

The iPad version will launch at a price of $9.99, and will come with all 10 base characters from the print version of the game. These characters used to cost $5 each ($50 for 10 decks), so that's kind of ridiculously cheap at $9.99 for 10 decks. It's 1/10th the price of the tabletop version.

The iPad version also has an in-app purchase option for $9.99 to get the 10 expansion characters as a bundle.

Yomi has these game modes:

  • Tutorial
  • Practice vs CPU
  • Survival
  • Quickmatch (online vs humans)
  • Custom game (online vs humans)

You *can* play offline without an internet connection. There are two difficulties of bots: easy and hard. The easy one is pretty easy and is good for learning basic familiarity with the game. The hard one is quite sophisticated though! If you flop around and play randomly, expect to lose.

Leaderboards

There is a leaderboard system where you start out in the "student" ranks, and go up by winning, but don't go down by losing. This is to ease you into things. You also get a longer timer in the student ranks. When you rank up enough, you'll then get to the "master" ranks. Here, you do go down for losing so your rank will become an accurate reflection of your skill.

Replays

Yomi lets you save and watch replays of your games. The most fun aspect of this to me is that you can go to the leaderboard, and by everyone's name there is a "view latest replay" link. So you're always one touch away from watching games from all the top players!

The future

We'd like to add more features, and the more of you who support us, the more we'll be able to do. The first things I'd like to see are an iPhone / iPad Touch version added, as well as translations into a few other languages. After that, we might experiment with random packs of sparkly cards (*cosmetic only*), but not in a way that would restrict you from any gameplay. I'm also looking to add an automated tournaments feature that would let you easily form 8-person tournaments any time. There could be even more, too, if you help spread the word.

Links and Stuff

For more Sirlin Games news, follow us on:
Facebook: www.facebook.com/SirlinGames
Twitter: @SirlinGames
Twitter (personal): @Sirlin

Press Kit for Yomi on iPad
Print-and-play versions of every deck in the tabletop store

And please come to Fantasy Strike Expo in June!