Balance #1: Fairness
I think the balance of the fairness relies on all of the
following items. I will relate each of the balance type to our game in the
following.
Balance #2: Challenge vs. Success
Some of our challenges in the game include getting the message
of the hidden place of the dragon ball, practice before the player can upgrade
to a better weapon, and the maze. For an experienced RPG player, it will be
easier. But still, we have the triggers of exposing the message of dragon
ball’s location. The player has to talk to the right people passes by to
trigger this message. There are 4 worlds in our game and each world is harder
than the last world. The player won’t be able to get into the next world until
he/she succeeds in the last world. By increasing the difficulty with each
world, we are trying to make the players keep the interest in the game.
Balance #3: Meaningful Choices
One of the applications of Triangularity in our game is the
choices of the weapon. The most basic weapon would be the sword. The player
will have a sword once he/she gets into the game. But after a while, the sword
won’t be enough for the player to fight over the aliens. He/she has to buy a
better weapon in the shops. Different weapons can be used to fight with
different aliens.
Balance #4: Skill vs. Chance
I am not aware of the skills and chances in our game yet so
far. But it’s a good strategy to apply to the game.
Balance #5: Head VS. Hands
I personally prefer a game involves more thinking and
strategy rather than just pushing the buttons. I think we are trying to combine
and balance the mental and physical elements in our game. For example, the
communication between the player and the passer-by involves the information
collecting and analysis. The player needs to think before action. While he/she
gets into the maze in the house, the player will need to use the sword and use
different motions to fight over the aliens in the maze.
Balance #6: Competition vs. Cooperation
Our game is single player game for now and the player will
compete with the computer-controlled aliens. We have only have a more specific
idea of our first world for now (will have four world in total). For the first
world, the player will get the help from the other villagers around him/her.
The player will need to cooperate with the villagers (for example, to help the
senior lady to carry her stuff or to prevent the villagers from hurting each
other) so that the player will be able to get the hidden message from the
villagers.
Balance #7: Short vs. Long
The time to
achieve the goal for the
game will vary for different players because of many of the triggers in our
game. For example, the player has to kill enough aliens before they can upgrade
their weapons, the player has to talk to the people to get the message and
trigger the following steps. I was thinking the way we balance the time of our
game for different players can be to add another character in the game who give
hints to the player saying like “You should talk to Jim in the shop to get more
info.” And we can set up the time for the hints to show up so that a beginner
won’t feel frustrated if they cannot find the message.
Balance #8: Rewards
The rewards for our game can be resources (the food needed
for the player, coins to upgrade the weapon, etc). Because we have a pretty
clear purpose, which is to collect dragon balls and get the dragon out at the
end, so the dragon balls can be viewed as rewards at the end of each level. The
player who has ever watched the Dragon Balleze should be able to easily relate
to the game.
Balance #9: Punishment
The punishment for the player of not fighting over the
aliens would be loss of blood. This will make the player die. He/she has to
come out and buy the medicine/hurbs to get their blood back.
Balance #10: Freedom vs. Controlled
The controlled elements in our game include the environment,
certain message given to the players, the weapon needed to kill one kind of
alien, etc. The freedom of the player is that he/she can explore the world and
talk or interact with any kind of thing to get message and figure out strategy
to kill the alien and get the ball.
Balance #11: Simple vs. Complex
Our current story and mechanics both are pretty simple,
especially for those who are familiar with the Dragon Ballze. And for now the
storyline is basically “get the message, kill the alien, look for the ball”. It
is straightforward. We will try to include some of the complexity later given
the time.
Balance #12: Detail vs. Imagination
We set up the story background as in medieval, which makes
it easier to tap the imagination. The players is so familiar with the modern
settings and technology that they will find it fresh to get into the
environment they are not familiar with.