Is there a hot potato, balance adjustment, 'correct answer'?

  • Topic: Small things you can learn from PVP games

  • Lecturer: Name-Katssuhiro / Chief Producer, Banzai NAMC Studios Inc.

  • Presentation: Operation, balancing

  • Lecture time: 2022.11.18 (Fri) 14:00 ~ 14:50

  • Lecture Summary: What is the game balance that has been developed and operated for the past 28 years and has been seen through many in-game statistical data? We talk about more and more. It also talks about how to make a character.

Most of the gamers who enjoy competitive games would have thought of that. The developers may have talked about the game. That's because I have complaints about the current game balance environment and affection. Conversely, developers who develop games have no choice but to listen to the opinion that 'hold the balance better'.

With the 28-year history, the world's most popular fighting game, 'Taken', could not be free here. And the producer of Mutsuhito, who has played a lot of Taken series and other games, presented more fundamental questions here. 'Is there the right answer to the character balance adjustment in Daemon game?' And what is the correlation between such balance and the fun of the game?

First, the producer looked at the history of 28 years of Taken and highlighted the balancing in the 'situation'. In the early days of Taken 1-3, the 'arcade' market is in its peak in Europe and North America, including Korea. Of course, the game balancing at that time tends to be sensational in most of the designers. Thus, the only way to replace the board room of all the arcade devices in the world was to replace the infinite combos and fatal bugs. Nevertheless, users accepted the inconvenience and could be seen as a time when there was no complaint. Although there was the Internet, it was small, so it was a time when we could not secure statistical data in the game.

In 1990 to 2005, the environment changed in terms of Taken Tag Tournament and Taken 5. The Internet has also been spreading a lot, but the arcade market still hasn't crossed online. Although it entered the Internet era, it was difficult to collect proper data in arcades, and data collection was possible due to limited home game consoles. And since 2005, the Daemon game has also changed to the online era, reaching time to collect data from all titles.

As data collection becomes easy and analyzed, tuning of games based on statistical data becomes possible. But is the game tuning based on statistical data? Since the 90s, Hara Dada has been thinking that it can be scientifically analyzed through statistical data and tuned the game.

At first glance, the game tuning based on statistical data is 'look' in a fair and scientific way. Statistical data using big data can be thought of as a very reliable material, as it reveals the fact that it has not been noticed from the individual perspective in the general social life. However, this is a different problem that applies to the data of the game.

It is necessary to look back on the opinion that 'balance of Daemon Game' is good. ▲ The strength of each character is balanced, ▲ The advantages and disadvantages of the characters are extremely strong or weak characters, and they do not feel inequality. Three types are mainly mentioned.

However, these views have a big blind spot. Fight and equal games are generally easy to use as a premise that users are equal to the user's ability, or 'the competition of people who draw character performance to the extreme'. In fact, it is difficult to correctly evaluate the balance by dividing the group's group. This is because the strength and balance of the characters felt in the area of beginners, medium and coriander are different.

It is also a change that has changed slightly in this opinion as the Internet era comes. It is easier to judge the balance on the premise of the war of users with similar skills and the people who pulled out the character performance indefinitely. In addition, when the famous players have a balance, the character ranking list, a kind of 'tier list' is created and shared based on 'maximum performance'.

The producer Hara Dada called this tendency as a 'limit performance theory hypothesis' and explained that it is different from actual statistics. The balance based on this 'limit performance theoretical hypothesis' is a big difference from the cumulative and losing data that the beginner-mid-level self-ranking, with the largest number of players, is seen in everyday life.

There is a phenomenon that the most victorious character, which is the most experienced by so many people, is not the top character made of tier list. The most winning thing is that there are few people who noticed the difference from the fact that they are not the top of the character ranking, but the character. In particular, this tendency is prominent in modern times when the Internet community is established.

This can be seen as a uniformity of the views of the information society. He mentioned that the hypothesis is accelerating.

After all, in this phenomenon, if the player is not biased to select the character of the player who has advanced to the Round of 16, the community is often regarded as a good balance. In the end, tuning is more likely to be evaluated based on rare and special environments such as tournaments than to tuning on what the majority of players are really and what happens according to statistical data. This is a measurement and clear tendency to see the results of marketing SNS analysis tools.


Of course, of course, wrong cases occur because of the obvious development of the development side before this story. Hard producer also mentioned the mistake of creating a mistake in creating an easy-to-handling or viciously powerful balance collapse character, regardless of his skills, regardless of the beginner-intermediate and advanced player players, and the developers are honestly sorry. Do that, and the producer also apologized at the official statue.

Come back, Hara Dada again asked the player's fundamental question about what was a good game balance in the game. The viewers' views are generally the following results, according to the survey results. Keywords that are not balanced, fair, or inequality determine the impression of the game balance.

▲ The strength of each character is balanced (almost any character can play an active part) ▲ Even though the character is in the same time, there is no extremely strong or weak character ▲ A state that is thought to be fair, not felt inequality

However, PVP, can it feel that it is 'fun' when it is a good balance of character performance in fighting games? Can PVP in the action game a goal for fairness and fun compared to long-term and chess? Hara Dada emphasized that this is a really difficult part.

Through various tests and attempts, the producer Hara said that it has an opponent of fairness and fun. For example, if there is only 'Kama' in Taken, the balance and fairness are perfect. Here, 'personality' is created in the game and more fun in the process of putting a character and changing the technology frame, damage, animation and appearance. However, the process itself rises little by little, and as a result, the balance collapses.

Nevertheless, when the characters are 'personality', even if the balance collapses, the curve of fun and pleasure will rise together. But there are side effects. Increasingly, even if the game is personality and fun, difficulties and entry barriers also go up. Therefore, the following properties will be given. As a result, the original ideal appearance is as follows.

▲ Each character has different strong personality ▲ There are characters between the characters, but it is also a range that is somehow depending on the analysis. ▲ In the competition between the tournaments and the professional, it is a wide and fierce battle of character selection. ▲ +But there is no barrier to beginners (or the barrier is low)

It can be summarized by idealism. However, it is really difficult to make a game that is in deep and loved for decades while satisfying all of these abnormalities.

So, as a result, is there an answer to how to adjust the character balance in Daemon games? There was a technique to demonstrate the hypothesis, and in the past, there was a tuning based on statistics, but in the end, the producer realized that the hypothesis was not an appropriate answer due to the change in the background of the times.

It is not a lot of gamers and actually not actually occurring in general gamers. Nevertheless, in the current address, users see the hypothesis of the theory limit performance and draw all the performance, discussing the strongest and talking about the balance.

He did not say that this is not bad, but once again emphasized that it is a reality. This means that the balancing of tuning that is easy to see as a result in consideration of e-sports competitions, rather than tuning the game by the most playful skill level, can be relatively high. Of course, in the future, there may be a new judgment that is good for AI or good analysis. Even if the theory builds up, the last is a human being, and the PVP game developer said that it is necessary to keep an eye on the 'emotions for the times'.

Q. It is a user that started with Taken 7. Can you see Notes in Taken 8?

= I tried to pass it, but the interpretation performance is so good. If you want a certain character to come out again, you can respond if you give a voice online. If you are, you can do it in front of Banzai NAMC's headquarters (laughs).

Q. You may think that perfect game balancing is almost impossible, but certain games