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by bmcahren
897 days ago
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I was once speaking with a group of AAA game developers at Steam Dev Days discussing how to balance random interactions with gameplay. I think everyone with me had worked on larger teams and discussed complex solutions to create balance. My solution was much simpler and was similar to the random walk example in the article - each event of being grabbed by a zombie was generated based on a random chance that only initialized after X seconds from the last time you were grabbed. The group of AAA devs laughed it off as not being feasible but our game had market validation (10m+ downloads). It made the game fun and eliminated the "I can't believe I got randomly grabbed twice within 5 seconds" type of interactions that make you want to quit. We also observed a lot of panicked players jumping, twisting and doing everything but hitting 'shove' the 'V' key - especially streamers. So we added in support for being able to jump repeatedly/shake to get out of a grab. Random is too random when it comes to gameplay enjoyment for sure. This is a very good write-up on solutions to the random placement (2D) and random interaction over time (1D) problems without resorting to less savory solutions like I made. |
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