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Computers and Technology, 05.10.2020 14:01 cam1976

Review Questions Besides modifying resources, game goals, power, and similar “meta” aspects of a game, how can a designer tweak AI to make it more symmetrical to a normal player?
Name at least one reason you might include more randomness into a game.
Name at least two things you must consider when balancing a competitive, non-team based multi player game.
Name at least two considerations that should be taken into account in a cooperative game.
What is the difference between a symmetrical and asymmetrical game? For each style of balance, name at least one type/genre/specific example of a game or gameplay that tends to use that style.
Critical Thinking Questions
Imagine that the course was designed around implementing a 2D game prototype instead of a 3D game prototype. How would that affect your art direction for the game? How would you re-balance your game to make it appropriate to a 2D view?
Define a “boss,” and think of one of your favorite boss encounters. What about the encounter made that boss especially interesting? How could you apply this to your own game?
Describe the tension in balancing a game for newcomers versus experts, including what each type of player should “expect” out of playing the game. What game can you think of that does a good job of this, and how does that game do so?
Which of the three ramping approaches described in the unit do you believe encourages the most player engagement? Think of a specific game you enjoy that uses that ramping strategy, and use it as an example to argue your point (possibly by using it as a counterexample against other ramping strategies you DON’T find engaging).
Why do you think so many developers make the mistake of making their game too difficult? How can developers help ensure the difficulty is balanced properly?

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