Search






My Shopping Cart

[ 0 ] items in cart

View Cart | Checkout


Game Developer Research
bullet Research Reports

Gamasutra
bullet Contractor Listings

GDC Vault
bullet Individual Subscription

GDC Audio Recordings
bullet App Developers Conference 2013
bullet GDC Next 2013
bullet GDC Europe 2013
bullet GDC 2013
bullet GDC Online 2012
bullet GDC Europe 2012
bullet GDC 2012
bullet GDC 2011
bullet GDC 10
bullet GDC 09
bullet GDC Austin 08
bullet GDC Mobile 08
bullet GDC 08
bullet GDC Austin 07
bullet GDC Mobile 07
bullet GDC 07
bullet GDC 06
bullet GDC 05
bullet GDC 04
bullet GDC 03
bullet GDC 01
bullet GDC 2000 & Before


Newest Item(s)
bullet

Why Now Is the Best Time Ever to Be a Game Developer

Ingress: Design Principles Behind Google's Massively Multiplayer Geo Game

Playing with 'Game'

Gathering Your Party with Project Eternity (GDC Next 10)

D4: Dawn of the Dreaming Director's Drama (GDC Next 10)

Using Plot Devices to Create Gameplay in Storyteller (GDC Next 10)

How I Learned to Stop Worrying and Love Making CounterSpy (GDC Next 10)

Luck and Skill in Games

Minimalist Game Design for Mobile Devices

Broken Age: Rethinking a Classic Genre for the Modern Era (GDC Next 10)


Storefront > GDC Vault Store - Audio Recordings > GDC 2007


View larger image
 


QTY:

Magic Lessons: Designing and Balancing Game Objects
Price $7.95
Adjustment
Type
Stock Unlimited
Status
Weight 0 lb, 0 oz
SKU GDC07-3709
Statistics
Description

Magic Lessons: Designing and Balancing Game Objects

Speakers: Robert Gutschera

Track: Game Design

Format: Lecture

Experience Level: Intermediate

Description: Trading card games (like MAGIC: THE GATHERING) and collectable miniatures games have hundreds or even thousands of functionally different objects. Such games present special obstacles for game design and game balance. Wizards of the Coast has shipped dozens of these games (and over a hundred expansions) in the last 14 years. In that time, Wizards R&D has developed its own methods for creating and balancing complex gameplay. Many of these methods differ from those of the computer industry.

The basic Wizards' R&D model for producing a new game distinguishes four things: the basic game design, the tuning of that design, the design of the objects used in the game, and the tuning of those objects. Each task receives independent attention, but all four talk to each other.

Although initial design is more art than science, tuning has a good deal of science to it. When the game has a great many objects in it, the usual method of "just keep playing and tweaking" breaks down. Some more deliberate methods are presented, including how to set up robust costing models, which knobs to turn first, how to get near the right knob setting quickly, and how to fine-tune efficiently.

Idea Takeaway: Attendees will see a different model for game design and balancing from a different industry, and learn some basic conceptual tools that they can apply to these same tasks in computer gaming.

Intended Audience: Game designers looking for ways to deal with games that involve a large number of gameplay objects. No specific prerequisites, although the talk will be easier to follow if the attendee has at least heard of trading card games (such as MAGIC: THE GATHERING).

Please leave this field blank.

There are no related products to display.

Related Products...

Please leave this field blank.