Balancing Video Games: A Player-Driven Instrument
Publication date
2023-10-06
Editors
Wallace, Jim
Whitson, Jennifer R.
Bonsignore, Beth
Frommel, Julian
Harpstead, Erik
Advisors
Supervisors
Document Type
Part of book
Metadata
Show full item recordCollections
License
cc_by_nc
Abstract
Video game balancing is a controversial and highly debated topic, especially between players of online games. Whether a game is sufficiently balanced greatly influences its reception, satisfaction, churn rates and success. In particular, different ideologies of balance can lead to worse player experiences than actual imbalances. This work succeeds a fine-grained investigation about the attitudes of the Guild Wars 2 community regarding balancing factors, and introduces a player-driven quantitative tool to approximate closer configurations of balance that could optimize player experience and satisfaction. After an initial evaluation, theoretical constellation outputs of this tool improved players’ perception of the balance between in-game build options – where aggregated opinions of (n = 64) players even showed benefits over individual opinions, indicating a potential “wisdom of the crowd” effect.
Keywords
Video game balancing, player-centric development, Human-Computer Interaction
Citation
Pfau, J & Seif El-Nasr, M 2023, Balancing Video Games : A Player-Driven Instrument. in J Wallace, J R Whitson, B Bonsignore, J Frommel & E Harpstead (eds), CHI PLAY Companion '23 : Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play. CHI PLAY 2023 - Companion Proceedings of the Annual Symposium on Computer-Human Interaction in Play, Association for Computing Machinery, pp. 187-195. https://doi.org/10.1145/3573382.3616097