Balancing Video Games: A Player-Driven Instrument

Publication date

2023-10-06

Authors

Pfau, JohannesORCID 0000-0002-8760-5023ISNI 0000000524640675
Seif El-Nasr, Magy

Editors

Wallace, Jim
Whitson, Jennifer R.
Bonsignore, Beth
Frommel, Julian
Harpstead, Erik

Advisors

Supervisors

Document Type

Part of book
Open Access logo

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