Weapon Balancing based on Gameplay Situations (Part two)

Weapon Balancing

Hi and welcome to the second part of “Weapon Balancing based on on Gameplay Situations” series. If you missed the first part you can find it here. (I also updated the resource list). In the last part I described that weapon balancing can be divided in eight single steps. The first step I took was to define my weapon system. The main questions were the restrictions I want to have in terms of number of weapons the player can carry and the way he will get new weapons and ammunition. The second step I described concerned my balancing goals, focusing on the domination of weapons and their different use for different situations. Let’s continue with the third step.

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Weapon Balancing based on Gameplay Situations (Part one)

Weapon Balancing

This is going to be the first post in a longer series of articles I want to write about the balancing of weapons in shooters via gameplay situations. I was rather frustrated about the lack of information I found about this topic, may it be balancing at large or the balancing of weapons specifically, so I thought it could be a good idea to write some of my thoughts and approaches here and maybe create a forum for a more detailed discussion and exchange on this matter.

Let me start with a short list of the most interesting resources I found on the web:

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GameCamp – Nico Grupp’s Presentation is online

Hi,

just wanted to tell you that Nico Grupp’s presentation is online at the session page of the GameCamp. The presentation is called Balancing in Strategiespielen (mit Methoden der Spieltheorie) and is very interesting for everyone who is concerned with the problems of balancing, either in RTS games or in general. For more information on the content of the presentation read my last post.