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Hordes of Orcs Blog


5 days and counting. (Or: We Likes Numbers!)

We're 5 days away from having When Orcs Attack ready to ship! We're just nailing down bugs and tuning things up here and there but the game itself is 100% feature complete.



I'm less worried about game balance for launch than I was before; You see, at AGDC (Austin Game Developer Conference) I found a very very interesting company with a very very interesting product: +7 Systems



I have known for some time that our biggest challenge would be game balance. I allotted 25-30% of development time of When Orcs Attack to it and it's still pretty rough. I came up with mathematical models, even using sigmoid curves to define how much harder enemies get and how much gold they yield but it's still not quite "right". I anticipated that at some point I would need an analytics-based approach to game balance but I just didn't realize it would be as early as game 1. I've also been feeling a bit nervous about how I would implement it since I'm still looking to fill a full-time engineer position (and working 100+ hr weeks to make up for the lack of an engineer) as-is (if you're interested, send me a resume!).



Well, as I was floating around AGDC looking for various companies I noticed a big banner that said something to the effect of "Balance without nerfing". Instantly the clouds parted, a light from heaven shone down on this tiny little booth, and a chorus of angels began singing Ode to Joy. I walked up to the booth as fast as my blistered feet would carry me, and scanned the literature while the gentleman manning the booth talked to another prospect. I confirmed that it was indeed what I thought it was and when he turned his attention to me -- before he could actually *say anything* -- I asked him simply: "How much?"



You see, I like numbers. I like analytics. I know that they are no silver bullet but they are an incredibly powerful tool. I've personally seen fairly mediocre analytics change how a company does business and accelerate its growth dramatically. And here I was faced with a company that was doing exactly what I had already hoped to do.



The long and short of it is that you feed it game data -- information about the options that were available to players in a game, and what choices they made -- and it feeds back small, incremental suggestions about changes to make. Make this spell 0.5% more powerful. Make this tower cost 1% less. No large changes and thus, no overt nerfing.



We (two of the guys from +7 and myself) got together for dinner that evening and hammered out a tentative deal and so I am pleased to note that starting with the first point release of When Orcs Attack, the game will be making use of the +7 Balance Engine to help eliminate hyper-effective strategies, and to help ensure the viability of as broad an array of strategies as possible. If all goes well, players will simply notice the game getting more fun as time passes.


Category: News | Game: Hordes of Orcs | Posted by: Sciandu on 2007-09-11 @ 03:10