A Course About Game Balance

GDC
7 Feb 201734:24

Summary

TLDR本视频是关于游戏设计课程的介绍,特别是游戏平衡方面的教学。讲师分享了他在2010年首次开设的10周游戏平衡课程的内容,并强调了数学工具在游戏设计中的重要性。课程内容包括基本定义、系统理论、正面与负面反馈循环、游戏的确定性与可解性等。讲师还讨论了游戏设计中的伦理问题,如概率的诚实性以及玩家心理。此外,课程还涉及了如何使用电子表格来解决游戏平衡问题,以及如何通过实际游戏来加深学生对理论的理解。

Takeaways

  • 📚 游戏设计课程中,至少有一门课程提供游戏设计相关内容,许多学生对此有所了解。
  • 🎮 在游戏设计中,专门话题如严肃游戏、叙事世界构建等有所涉及,但游戏平衡课程相对较少。
  • 📈 游戏平衡不仅仅是数学问题,还涉及系统理解和心理学,旨在创造游戏中的公平感。
  • 🔍 游戏平衡课程强调实践,通过分析现有游戏和创建原型来培养学生的直觉和测试技能。
  • 📊 课程中使用技术树来帮助学生理解课程内容的构建和进阶。
  • 🎲 游戏平衡课程中,学生通过玩《Cookie Clicker》等游戏来理解数字之间的关系。
  • 🧮 数学建模和电子表格技能是游戏平衡课程的重点,帮助学生解决实际问题。
  • 🎯 课程鼓励学生对游戏进行深入分析,如TCG(集换式卡牌游戏)的平衡性分析。
  • 🎲 游戏设计中的伦理问题,如是否应该诚实地向玩家展示概率,也是课程讨论的一部分。
  • 🔄 课程涵盖了概率、统计学、游戏理论等数学工具,以帮助学生理解和解决游戏设计问题。
  • 📝 课程内容被整理成书籍初稿,未来可能成为游戏设计课程的教材。
  • 🤔 课程强调数学思维和逻辑推理,帮助学生更好地理解和应用游戏设计中的数学概念。

Q & A

  • 游戏设计课程中通常会包含哪些专业主题?

    -游戏设计课程中通常会包含严肃游戏、说服性游戏、游戏写作(如叙事和世界构建)、游戏平衡等专业主题。

  • 游戏平衡课程的目的是什么?

    -游戏平衡课程的目的是教授学生如何创造游戏中的公平感,这涉及到玩家的感知以及游戏的数学、系统和心理学方面。

  • 在游戏平衡课程中,学生如何学习数学工具?

    -学生通过学习数学建模和建立电子表格技能来学习数学工具,以便解决游戏中的问题并提出解决方案。

  • 游戏平衡课程中提到的“技术树”是什么?

    -技术树是一种教学工具,用于展示学生在课程中所学内容的层次结构,帮助他们理解不同主题之间的联系和发展。

  • 在游戏设计中,为什么概率和统计学很重要?

    -概率和统计学在游戏设计中很重要,因为它们帮助设计师理解和预测游戏的随机性和玩家行为,从而实现更好的游戏平衡。

  • 游戏平衡课程中如何处理游戏设计中的伦理问题?

    -课程中会讨论游戏设计策略,如奖励系统和玩家心理操纵,以及这些策略可能对玩家产生的影响,引导学生思考作为游戏设计师应如何处理这些伦理问题。

  • 为什么在游戏平衡课程中要强调电子表格的使用?

    -电子表格是解决大多数游戏平衡问题的有效工具,课程强调电子表格的使用,以便学生能够熟练掌握并应用于游戏设计和平衡分析。

  • 游戏平衡课程中如何结合理论与实践?

    -课程通过分析现有游戏、设计新游戏以及进行数学建模等实践活动,结合理论教学,帮助学生更好地理解和应用游戏平衡的概念。

  • 在游戏平衡课程中,如何处理游戏设计中的复杂性?

    -课程通过分步骤介绍和实践,帮助学生逐步建立数学思维和直觉,从而能够理解和处理游戏设计中的复杂性。

  • 游戏平衡课程对学生的数学基础有什么要求?

    -学生需要具备基本的代数知识,能够解决方程式,这样教师就可以在此基础上构建更高级的数学概念。

  • 游戏平衡课程的时长是多少?

    -在当前的课程设置中,这是一个15周的三学分课程。

Outlines

00:00

📚 游戏设计课程介绍

讲师介绍了游戏设计课程的内容,包括游戏平衡、叙事构建、游戏写作等。强调了游戏平衡的重要性,并分享了个人在2010年首次开设的10周游戏平衡课程的经验。提到了课程大纲中的技术树,以及如何通过游戏设计课程来提升学生的数学技能和游戏设计理解。

05:01

🎮 数值关系与游戏平衡

讲师详细讲解了游戏中的数值关系,如线性、指数和对数关系,以及资源流图和游戏经济系统。通过《Cookie Clicker》等游戏实例,展示了数值如何在游戏设计中发挥作用。同时,讨论了游戏设计中的经济概念,如供需、通货膨胀和交易策略。

10:02

🎲 概率与游戏设计

讲师探讨了概率在游戏设计中的应用,包括独立概率和依赖概率的计算。通过分析《Magic: The Gathering》等集换式卡牌游戏(TCGs),展示了如何通过数学模型来平衡游戏元素。同时,强调了概率直觉的重要性,并讨论了玩家对概率的直觉理解可能出错的情况。

15:04

🔢 数学工具与游戏平衡

讲师介绍了多种数学工具在游戏平衡中的应用,包括蒙特卡洛模拟、马尔可夫链和线性代数。通过分析《Monopoly》等游戏,展示了如何使用这些工具来解决特定的游戏设计问题。同时,讨论了游戏设计中的伦理问题,如是否应该诚实地呈现游戏概率。

20:05

🏆 游戏设计中的奖励系统

讲师讨论了游戏中的奖励系统和进度设计,包括随机战利品掉落和角色升级系统。强调了玩家心理学在设计奖励时的重要性,以及如何通过数据分析来评估游戏平衡。同时,探讨了游戏设计中的伦理问题,尤其是在社交和移动游戏中使用奖励系统来操纵玩家行为。

25:05

📈 统计学与游戏分析

讲师介绍了统计学在游戏分析中的应用,包括基本的统计工具和如何使用数据来评估游戏平衡。通过分析《Dota 2》等游戏,展示了如何收集和解读数据来优化游戏设计。同时,讨论了在游戏设计中使用数据驱动方法的伦理问题。

30:06

🤹‍♂️ 游戏设计课程的实践与应用

讲师分享了游戏设计课程的实践经验,包括使用电子表格解决游戏平衡问题,以及如何通过游戏设计项目来提升学生的技能。强调了游戏设计中的PvP机制和多部分项目的重要性,以及如何通过这些项目来提高学生的参与度和理解。

📖 游戏设计课程的未来规划

讲师讨论了游戏设计课程的未来,包括出版教材的计划和如何将课程内容适应不同年龄段的学生。分享了在教学过程中遇到的挑战,以及如何通过游戏设计来培养学生的数学思维和直觉。

Mindmap

Keywords

💡游戏设计

游戏设计是指创造游戏的过程,包括游戏规则、故事、角色、界面和用户体验等方面。在视频中,游戏设计课程提供了多种专业主题,如严肃游戏、叙事世界构建、游戏平衡等。

💡游戏平衡

游戏平衡是指在游戏中创造公平性的外观,涉及玩家感知和实际游戏机制的平衡。视频中提到,游戏平衡是游戏设计中的一个重要组成部分,需要数学、系统和心理学的综合运用。

💡概率

概率是数学中的一个基本概念,描述了某个事件发生的可能性。在游戏设计中,概率用于处理游戏中的随机性和不确定性,如骰子投掷和卡牌抽取。

💡数学建模

数学建模是使用数学工具来理解和预测现实世界现象的过程。在游戏设计中,数学建模帮助设计师理解游戏元素之间的关系,并通过数学工具来优化游戏平衡。

💡游戏理论

游戏理论是研究具有冲突和合作特征的决策问题的数学理论。在视频中,游戏理论被用来分析如剪刀石头布这样的非传递性游戏机制。

💡认知偏差

认知偏差是人类在处理信息和做决策时的系统性错误。在游戏设计中,了解玩家的认知偏差有助于设计更符合玩家直觉的游戏机制。

💡伦理

伦理涉及道德原则和行为规范。在游戏设计中,伦理问题包括是否应该诚实地呈现游戏概率,以及如何平衡玩家体验和商业利益。

💡游戏分析

游戏分析是指对游戏的各个方面进行深入研究,以理解其工作原理和玩家体验。在视频中,学生通过分析现有游戏来学习如何平衡游戏。

💡电子表格

电子表格是一种用于组织、分析和存储数据的软件工具。在游戏设计课程中,电子表格被用来解决游戏平衡问题,提高学生的数据处理能力。

💡游戏开发

游戏开发是指从概念到完成游戏的整个过程。视频中提到,学生通过设计和分析游戏来学习游戏设计的各个方面,这是游戏开发教育的一部分。

💡游戏测试

游戏测试是游戏开发过程中的一个重要环节,目的是发现和修复游戏中的问题。在视频中,游戏测试被用作一种方法来帮助学生理解游戏平衡。

Highlights

游戏设计课程中,至少有一门课程提供游戏设计内容。

专门话题如严肃游戏、说服性游戏或具有特定目的的游戏在课程中有所涉及。

游戏写作、叙事和世界构建在课程中占有一席之地。

游戏平衡课程的开设相对较少。

游戏平衡不仅仅是数学问题,还涉及系统和心理学。

通过设计直觉、游戏测试、分析和数学建模等多种方法来实现游戏平衡。

游戏平衡课程强调数学技能是可以学习的,打破“数学好坏”的固有观念。

课程内容包括数值关系、资源流图、游戏经济系统等。

通过实际游戏分析和平衡练习来培养学生的直觉和测试技能。

课程中使用《Cookie Clicker》等游戏来展示数值关系和游戏机制。

探讨了概率计算在游戏设计中的应用和局限性。

课程讨论了认知偏差和玩家对概率的直觉理解。

介绍了蒙特卡洛模拟和马尔可夫链等概率工具。

课程强调了游戏设计中的伦理问题,如玩家心理操纵。

课程内容还包括了非随机的传递机制和概率的结合。

通过游戏平衡项目,学生学习如何分析和改进游戏。

课程鼓励学生使用电子表格来解决游戏平衡问题。

课程内容涵盖了游戏设计中的逻辑和数学推理。

课程提供了一个完整的游戏平衡概念书籍的初稿。

课程通过实际游戏案例分析,帮助学生理解游戏设计的复杂性。

课程强调了游戏设计中的专业伦理,如玩家体验与收益之间的关系。

Transcripts

play00:05

all right so I would like to start off

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with a question how many of you your

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school has at least one course offering

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in game design okay pretty much everyone

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or at least a lot of you now let's talk

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about specialized topics within game

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design how many of you have an offering

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in serious games or persuasive games or

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games with the purpose or something fair

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number of you how many of you have

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something related to game writing like

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narrative world-building fair number of

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you how many of you have an offering in

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game balance so lot smaller so in some

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of you are like a sort of like an actual

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class dedicated to that now I'll just

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point out I mean every game project not

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every game project is a serious game but

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we have a lot of those not every game

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needs a serious amount of game writing

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you know but we have a lot of those

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pretty much every game needs to be

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balanced in some form arouser at some

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point and we don't have a lot of those

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so maybe at least for those of us with

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game design programs that go beyond 101

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maybe we should all think about doing

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this that's what this is about

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so case study in how I teach it so this

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was my first iteration on a full 10-week

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game balance course back in 2010 it's

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still up there online it's released

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under Creative Commons license anyone

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who wants to mind it for anything useful

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can feel free to do that without having

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to ask permission this is from the first

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page of the syllabus of my most recent

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iteration on the course I think all

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courses where the topics build on each

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other should probably have a tech tree

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in it so students can see all the things

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that they learn and how they level and I

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also think every games rigging game

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degree curriculum with prerequisites or

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tracks or course sequences should

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probably be laid out like this I don't

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know if anyone's doing it like that but

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you might want to think about it so I'll

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just put that over there on the left

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side in one piece and let's unpack this

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a bit and walk through kind of what I

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put in this course so we start off with

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some critical vocabulary just laying out

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basic definitions like what do I mean

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when I say game balance how is that

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different from pacing or tuning

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reminding everyone what a system is and

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what positive and negative feedback

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loops are what we mean when we say that

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a game is deterministic or solvable

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especially since that starts getting

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weird when we get into solving games of

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chance and rule symmetry and asymmetry

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this is where we set the boundaries of

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the course for

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or what exactly the scope is when we

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talk about balance and by the way I just

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love that a word cloud is the first

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thing that comes up when I Google the

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word vocabulary it's just so meta so how

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I define game balance for this class is

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creating game balance is creating the

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appearance of fairness in a game and

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appearance is really important here it's

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about player perception as much as

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reality because as game designers we are

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crafting an experience and it's that

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experience that matters so balance is

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part math part systems and part

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psychology we do this for several

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methods one is designer intuition or

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experience the game designer chooses to

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make certain things a certain way

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because it feels right to them another

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is playtesting you create a rapid

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prototype play on your own or with

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friends observe and make changes based

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on any rules exploits or weaknesses that

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you find play testing is another thing

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that everyone has to do and there's few

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very few courses offered in that's a

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different presentation in the summit a

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third method is analytics

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taking actual data from games and using

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statistical analysis to draw conclusions

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about how it's actually played and a

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fourth method is mathematical modeling

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using math to understand the

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relationships between all the numbers in

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the game in order to choose the most

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appropriate ones most of the focus in

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this course is on learning mathematical

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tools to do this modeling and also

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building spreadsheet proficiency so

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students can use these to solve problems

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in present solutions we also spend a lot

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of time well we spent some time on

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analytics because that's widely used

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it's very useful now I want them to

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encounter that as for building their own

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intuition and building their own clay

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testing skills we do that through

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practical exercises where they analyze

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the balance of an existing game or do

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balance on a game of their own I also

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point out to my students that on the

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very first day that math is a skill it

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can be learned like any other and the

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whole concept of a person being good at

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math or bad at math is just an American

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cultural myth there's been a ton of

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research showing that so therefore this

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will not be a valid excuse in this class

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to say oh I'm bad at math therefore I

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suck at this every student can get this

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if they apply themselves and so far that

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has turned out to be the case problem so

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once everyone's clear on the scope of

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the class and everyone's been given the

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chance to drop if this isn't what they

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thought it was then we start off looking

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at numeric relationships because just

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saying I have 5 hit points left is

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meaningless unless you know

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there are other things do zero damage or

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occasionally one or if things are doing

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one to five damage or things are doing a

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thousand damage it's all about how

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numbers in the game relate to each other

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so we examine linear and identity

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relationships triangular and polynomial

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relationships and exponential and

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logarithmic relationships and also

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change up relationships like how if a

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player is getting stronger in an RPG

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through polynomial growth and monsters

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are also scaling polynomially than the

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relationship with the monster path

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between the player power and the monster

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power will be linear not polynomial

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things like that we also examine

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resource flow diagrams like your storm

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ends wonderful machinations tool just

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because it's a great way to visually

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show relationships between numbers and I

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also have the class play cookie clicker

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and mechanically it's just a very pure

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implementation of the relationship

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between numbers you have cookies that

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are increasing at a rate of cookies per

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second and then you use your cookies to

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increase your cookies per second but at

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less efficient rates of exchange over

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time that's pretty much all the engine

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of the game is it's also important

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historically as the game that really

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popularized the idol game genre and this

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is controversial among my students they

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generally hate me for introducing them

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to this game if they haven't played it

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before because once it's totally

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addicting and yet it's really stupid and

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you're fully aware of how stupid it is

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that you're clicking on cookies and

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that's all you're doing

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just to increment it counter and it's

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stupid but you get addicted to it and

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continue to do it anyway so really it's

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a game about self-loathing and which is

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one of the prerequisites to being a game

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designer which is why I keep it in here

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from there we look at a special case of

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numeric relationships which is resource

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systems and economic systems because

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those come up a lot in games we cover

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the bits of an economics 101 course that

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are directly relevant to games things

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like how supply and demand would affect

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prices in an MMO auction house how

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inflation affects those prices and

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different straddle strategies for

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handling inflation in a game economy and

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interplay our trading and the

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differences in how that works between

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closed and open game economies and also

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various auction and interplay or trading

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systems which are a lot more common in

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Euro games than in video games and I

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encourage them to play euro games that

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have strong trading or auction mechanics

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here like Settlers of Catan or modern

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art after that we have enough tools to

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get into our first reel in the frenches

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game balance

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project where we talk about games where

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better stuff cost more

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i giggle ii refer to this as transitive

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relationships between the various game

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elements and one of the purest examples

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and the one that i examine a lot just

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because of my personal experience in the

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industry is TCG's like magic the

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gathering or hearthstone you have a cost

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to put a card into play and then the

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card has an effect and more expensive

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cards are more powerful and what you're

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doing is putting all of the cost

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limitations and drawbacks and also the

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powers abilities and benefits in terms

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of numbers scale so that the card is

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balanced if the value of its cost equals

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the value of its benefits and you can

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put this into a spreadsheet where each

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mechanic has its own column each row has

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each row is its own card and there's one

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column that just contains some math

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function that incorporates all the other

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columns and spits out a number that

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tells you if the card is balanced or not

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and if not how far off it is in which

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direction very powerful technique I

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actually just talked about this in the

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map for programmers tutorial an hour and

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a half ago if you want to look that up

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on the vault later so one of the

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projects here is for students to take an

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existing game with transitive mechanics

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and analyze it to find the game objects

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like the cards or whatever that are the

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most powerful the weakest and the most

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balanced and then compare that in their

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math with the generally accepted wisdom

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of the games community so at this point

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now we've taken things as far as we can

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balancing games based on skill but we

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haven't done anything involving

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mechanics of chance yet so now we dive

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into basic probability specifically how

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to calculate independent probabilities

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like die rolls where each roll doesn't

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affect the odds of future rolls and

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dependent probabilities like drawing a

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card from a deck where each card draw

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does affect the probability of future

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card draws if you know what was removed

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so this is basically taking a

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probability 101 class extracting the

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parts that we use in games and ignoring

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the rest although I do make sure they

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encounter things like the Monty Hall

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problem just so they understand that

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probability isn't always intuitive I

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also go over ways to do sanity checks

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like probabilities are always between 0

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& 1

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adding up all the non-overlapping

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non-overlapping outcomes should always

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get you one exactly because probability

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is very easy to screw up if you don't

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know what you're doing and you're not

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careful but most of the time if

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something goes wrong it goes wrong

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enough to fail a sanity check so it kind

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of has its built-in debugger which is

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nice this stuff actually doesn't take

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that long to cover just a week or so but

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I throw

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another week up playing some dice and

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card games in class and analyzing them

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like the strategy between behind bluff

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and Liars dice or which side has the

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natural advantage in one night ultimate

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werewolf or any other relevant games

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that I've acquired recently now at this

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point my students know how to calculate

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exactly how fast they'll go broke in

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Vegas and then I deliver some bad news

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which is probability doesn't actually

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solve everything for two reasons the

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first is that humans socket probability

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we generally find it unintuitive even if

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you do your odds calculations correctly

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as the game designer a lot of times they

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will feel wrong to players the great Sid

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Meier even talked about some of his

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experiences with this at a keynote here

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in GDC back in 2010 so you also have to

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learn about not just how to calculate

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odds and probabilities but also

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cognitive biases to explain why people

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get intuitive probability wrong and when

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they do and we talk about game design

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strategies to compensate for your

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players being buggy and this is also a

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great time to revisit games like liars

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dice and poker to learn the difference

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between just doing the math and actually

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using psychological mechanics like

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bluffing and interestingly another thing

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that we mentioned here for the first

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time is ethics because whether we should

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be honest with our you know should we be

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honest with our players and do the

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probabilities of the way they we say

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we're going to or should we you know

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fudge our die roles to conform to and

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reinforce our players flawed

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understandings of probability basically

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is it okay to lie to our players or not

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that's something worth thinking about

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and I mentioned this here because we

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normally don't see matters of

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professional ethics emerging as a key

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topic in a math class second thing that

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goes wrong with probability is that even

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if we're honest and our rent our random

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number generators are not physical dice

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and cards are generally imperfect and

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not fully random any pseudo-random

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numbers generated on a computer of

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course can't be random at all and it's

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worth understanding a little bit about

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how these things work so you can predict

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how players could exploit these random

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systems to gain an unfair advantage

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whether it be through cheating at Vegas

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or at a high-stakes eSport or just

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coming the save files of a single-player

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RPG to gain an unfair advantage now I

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could switch this next topic with the

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previous but I like making sure that

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students don't come to rely too much on

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probability before realizing its

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limitations but after I do that I cycle

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back to a couple of other useful

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probably

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the tools specifically Monte Carlo

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simulations and Markov chains now Monte

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Carlo is just repeating a random trial a

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few thousand or a million times and

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seeing what happens and then through the

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law of averages your results should be

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pretty close to an exact mathematical

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solution if there is one and Monte Carlo

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solutions are useful because they're

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easy there's no math required you just

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make a spreadsheet or sometimes do some

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light scripting they can be used in

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situations where calculating calculating

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the exact solution is impossible or too

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unwieldy and slow or if the student just

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doesn't know how to do it

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Monte Carlo solutions also work as a

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useful sanity check if you do have an

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exact solution if you solve a

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probability question both ways and with

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Monte Carlo and with math and get the

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same answer then it gives you a lot of

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extra certainty that you didn't make a

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mistake Markov chains on the other hand

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are useful for solving some very

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specific types of game design problems

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that involve repeating something where

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the results of one thing affects the

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results of the next recursively as an

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example consider a board game Monopoly

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and if you're trying to figure out which

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properties are the most or least likely

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to be landed on in order to compute the

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ROI for the purchase price of the

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properties you could do that with a

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Monte Carlo simulation just start at go

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and roll to d6 a bunch of times go to

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jail when you roll three doubles in the

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roads of stuff like that but you can

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also treat this as a set of states where

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each state is a combination of what

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space you're on and how many times

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you've rolled doubles in a row and you

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could build this transition matrix of

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probabilities between states take a

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column vector of probabilities of being

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in any given state at a time and

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multiply that by the matrix a bunch of

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times and you'll know after every single

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turn in the game what the possibility

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space is in terms of which spaces you

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might be on with what probabilities it's

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a bit complicated compared to most of

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the other topics in the course and it's

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limited to some very specific situations

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but it's very powerful for getting exact

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mathematical solutions for things that

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you couldn't do any other way if you

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haven't encountered this before there's

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a blog on a website called data genetics

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com that has an analysis of games like

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Candyland and chutes and ladders and

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things they're very helpful primers on

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that kind of thing so now we've covered

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non-random transitive mechanics and also

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probability the next thing we do is

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smash those two things together to learn

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how to balance

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transitive mechanics that have a random

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or situational element to them this is

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something that most students will have

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run into already in their earlier design

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analysis of a TCG or similar game what

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do you do when a card

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with a card when it says you only get

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some benefit in a particular situation

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like only if you're fully healed or only

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if the opponent has more than four cards

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in play or something and the short

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answer is that you come up with some

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kind of reasonable estimate for how

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often that benefit would trigger and you

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treat it as a probability no different

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from saying fifty percent of the time

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you get this benefit or whatever so

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probably the purest instance of

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situational balance I've seen is in

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tower defense games and I like to have

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the students play and analyze desktop

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tower defense 1.5 specifically it's old

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enough that many of them haven't played

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it before it's historically important as

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one of the games that popularized the

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genre and almost everything in that game

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is situational you have some towers to

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do area effect damage which were great

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when enemies are clustered together but

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not when they're spread out towers that

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only hit flying or non flying enemies or

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other towers that can hit both but are

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less powerful towers that do no damage

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at all and just boost the power of the

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towers next to them so it all depends on

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where you put it and so on the value of

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everything depends on the board state

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and what kinds of enemies are in the

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next wave and what kinds of towers you

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make and if you really want students to

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go all-in for this you could even have a

play14:17

tournament see who can use their

play14:19

analysis to build the best tower load

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out and give your excess GDC swag to the

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winners then we take the stuff that we

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learned about numeric relationships and

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transitive systems and put that together

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with probability again to examine reward

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systems and advancement in progression

play14:34

and pacing this includes things like

play14:35

random loot drop tables and RPGs so that

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you can make sure the player doesn't get

play14:39

the ultimate sort of awesomeness +5 as a

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random drop in the first dungeon we also

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look at progression systems like

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leveling curves how many enemies you

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have to kill to gain a level on average

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how long is that expected to take in

play14:49

playtime so you're trading off danger

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for time for advancement and also

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looking at advancement into story which

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is a reward in and of itself and then

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bringing in human psychology and how a

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lot of little rewards spread out provide

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more impact than a single big reward and

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how rewards on a random reinforcement

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schedule are more powerful than a fixed

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schedule stuff like that if you want to

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place more emphasis on this you could

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easily make this a semester-long project

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where you take a game like an old-school

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day RPG and go through all the encounter

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and loot and level charts and tables and

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use math to predict how long it will

play15:19

take a player to grind through each area

play15:21

when they level up and how often and

play15:23

generally winners the player receiving

play15:24

some kind of reward and then

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cross-referencing that reward schedule

play15:27

with the most and least memorable events

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in areas in the game

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in order to understand from a

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mathematical perspective where the

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enjoyment of the game is coming from

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this is also another place where

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professional ethics comes up because

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reward schedules come up a lot in social

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and mobile games and also in the

play15:41

gambling industry as ways to

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psychologically manipulate players to

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pay money or continue playing and

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there's the question of whether that is

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okay and if so where do we cross the

play15:50

line into unethical behavior and what

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ads do we as game designers do about it

play15:54

next up we take a look at the reverse of

play15:56

probability which is statistics and

play15:58

probability you know the nature of the

play16:00

randomness and you use it to predict the

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what the actual data will look like like

play16:03

the results of a die roll in statistics

play16:05

you see the results and you use those to

play16:07

try and derive the nature of the

play16:08

randomness that they arose from

play16:10

statistics is a bit harder than

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probability because it's just as

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unintuitive just as easy to get wrong

play16:15

and there's fewer sanity checks to alert

play16:17

you to being wrong you know there's some

play16:19

people that have this saying that

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numbers don't lie but in reality the

play16:21

data are always trying to trick you

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they're very mean so once we learn some

play16:26

basic statistical tools like mean median

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standard deviation standard errors the

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z-test statistical significance then we

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dive into analytics to learn about what

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kinds of numbers we should record for a

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game and how we would use the results to

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determine whether the game was balanced

play16:39

or not fighting and brawling games and

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MOBAs are great with this because you

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have a ton of characters that all have

play16:44

to be balanced against each other in

play16:46

ways that don't easily lend themselves

play16:47

to being analyzed purely through math

play16:49

formulas and spreadsheet that relate

play16:51

them to one another one exercise I like

play16:53

to do is give them is to come up with

play16:55

metrics have them come up with a metrics

play16:57

plan for a game that they're working on

play16:59

themselves like if you you might be

play17:01

working on some small passion project

play17:03

like a like a simple board game or

play17:05

something but if you had a few thousand

play17:08

play tests and we could record any data

play17:09

you wanted give me a question that you'd

play17:11

want to know the answer to and then list

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what data you would collect to get an

play17:14

answer to that question and then how

play17:16

would you interpret that data to get an

play17:18

answer like what would a positive or

play17:19

negative result look like and this is

play17:22

yet another place where professional

play17:23

ethics is discussed in regards to

play17:24

metrics driven design if you find out

play17:27

for example that changing a certain

play17:28

number or mechanic or whatever leads to

play17:30

greater revenue but also reduces player

play17:32

enjoyment such as might be the case with

play17:34

mechanics that hold your players

play17:35

accounts for ransom or that create

play17:37

intentionally create pain points that

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can only be removed by paying money is

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that something that's good is that

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something that's unfortunate but

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necessary

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or is it something that's a breach of

play17:45

professing professional ethics as a game

play17:47

designer and as with other ethical

play17:49

questions raised in this class I don't

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give any answers or opinions I just

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point out that these are things that a

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game designer should be thinking about

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and forming an opinion about because if

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you don't then someone else will make

play17:58

that decision for you the last thing we

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cover in the class is in France ative

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mechanics that is things like Rock Paper

play18:04

Scissors where there's no concept of

play18:06

better or more powerful because it all

play18:08

depends on what your opponent is doing

play18:09

something is strong against one thing

play18:12

and weak against another and this is

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where we get into the fields of linear

play18:15

algebra and game theory dealing with

play18:17

payoff matrices and Nash equilibriums to

play18:19

solve these kinds of problems

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mathematically I think it's pretty

play18:22

fascinating that you can ask a question

play18:23

like suppose we're playing

play18:25

rock-paper-scissors but if I win with a

play18:27

rock it counts double and if you win

play18:29

with the Rockets just normal and we're

play18:31

playing to best of ten you can actually

play18:33

use matrices and systems of equations to

play18:35

come up with a solution of exactly how

play18:37

often both of us should choose each

play18:38

throw and how big of an advantage this

play18:41

is for me you know so this is some of

play18:44

the matheus tedious math that I cover in

play18:46

the class and frankly it's not all that

play18:48

useful in a lot of games because it's a

play18:50

very pure and it's very work intensive

play18:52

but there are a lot of games where that

play18:55

have some kind of intransitive

play18:56

relationships any situation where you

play18:58

might use terms like hard counter or

play19:00

soft counter which would include units

play19:02

and RTS is characters and fighting or

play19:04

brawling games or MOBAs character

play19:06

classes and mmo's decks and strategies

play19:08

and TCG's all kinds of things like that

play19:10

and so like Markov chains I don't think

play19:12

that game theory is used a lot in the

play19:14

field but I do find it to be a really

play19:16

fascinating tool that's very powerful in

play19:18

the right situation so I want my

play19:19

students to encounter it so one thing I

play19:23

want to point out here is that actually

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playing games either in class or as

play19:27

homework or maybe home play is really

play19:30

important in this class math is not

play19:32

always intuitive if you just write a

play19:33

bunch of equations on the board but if

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you can see it in action it's a lot

play19:37

easier to grok what's going on it's also

play19:39

useful to provide context that the

play19:41

concepts we're learning here are useful

play19:43

and can be applied directly to analyze

play19:45

games or solve real-world balanced

play19:46

problems in all the years I've been

play19:48

teaching this I have not once been asked

play19:50

the question when will we ever use this

play19:53

so students are seeing the theory and

play19:55

the application at the same

play19:57

time that helps keep the students

play19:59

engaged plus they love playing games as

play20:01

part of a course requirement and it lets

play20:03

me introduce them to a number of games

play20:04

that I wouldn't normally be able to get

play20:06

them to play otherwise so that lets me

play20:08

add to their personal game Canon as well

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another thing this class lends itself to

play20:13

really well as PvP mechanics having

play20:15

students compete in some kind of game

play20:17

balance or mathematical analysis test

play20:19

where the final answer isn't clear isn't

play20:21

obvious and there are multiple layers of

play20:23

potential analysis I have players either

play20:25

play on their own for a high score or

play20:26

play against each other in class in a

play20:28

tournament and I usually modify these

play20:30

games slightly both to simplify the

play20:33

constraints so the analysis space isn't

play20:34

as huge and also to prevent the students

play20:37

from just using Google to find optimal

play20:38

strategies I also try to find a ver

play20:41

games that can be solved in a

play20:42

spreadsheet because spreadsheet eating

play20:43

skills are really important for game

play20:45

designers and for game balance in

play20:47

particular so this serves as a good

play20:48

practice for them cookie clicker and

play20:50

desktop tower defense I've mentioned

play20:52

already

play20:52

bable bable was actually presented here

play20:54

by Eric Zimmerman last year and it's

play20:55

been a wonderful in-class exercise for

play20:57

me korto minuet is a game designed by

play20:59

Jason Rohr that is a pure game theory

play21:01

problem with and there I had to do some

play21:05

very heavy changes to that because two

play21:09

elements of the original game are real

play21:11

money gambling which is required and

play21:13

also satanic seems so I had to remove

play21:16

those things obviously Pig is a

play21:18

traditional dice game that's a great

play21:20

example of calculating probabilities and

play21:22

Goku is an intransitive game from the

play21:24

Secotan series of RPG RPGs we could just

play21:27

look all those up and and probably

play21:29

figure out what's going on with that

play21:30

another important topic that's

play21:32

distributed throughout the class is how

play21:34

to use spreadsheets because the vast

play21:35

majority of game balance problems can be

play21:37

solved in Excel and I want students to

play21:39

be strongly proficient in spreadsheet I

play21:41

divide these things up and introduce

play21:43

them a few at the time each a few at a

play21:46

time each week using the ones that are

play21:48

relevant to the problems that need to be

play21:49

solved that week I go into a lot of

play21:51

detail with this mostly just pointing

play21:53

out features in Excel that are useful

play21:55

and then asking them to use those

play21:56

features in their design work for the

play21:57

week we cover formatting to make the

play21:59

spreadsheets look more readable and

play22:00

usable various types of graphs and

play22:02

charts that can be used to visualize

play22:04

data how to comment your worksheet

play22:05

properly the same way so the same way

play22:08

that you would have to comment your code

play22:09

how to use formulas at a very basic

play22:11

level doing sorting and data validation

play22:13

dealing with multiple worksheets and how

play22:15

to format them for readability and

play22:17

usability dealing with all the different

play22:18

ways to fill or copy and paste to save

play22:20

time and showing them a wide variety of

play22:22

useful functions of which there are too

play22:24

many to list in this slide one notable

play22:26

exception here is I do not get into

play22:28

writing scripts such as VB script in

play22:29

Excel or the scripting language that

play22:31

they have with Google sheets because 99

play22:33

times out of 100 it isn't necessary and

play22:35

it just makes things way more

play22:36

complicated and I get a lot of

play22:38

programming students that tend to

play22:39

default to writing script rather than

play22:41

learning to think in spreadsheets I want

play22:44

students to be able to think in terms of

play22:45

formulas here not code a typical case is

play22:47

a student who will write a thousand line

play22:49

script to implement an AI to play a game

play22:50

and then all have to walk through it

play22:52

with them line by line to show them how

play22:54

to do exactly the same thing in about 50

play22:56

cells instead greatly condensed and way

play22:58

more readable the class also lends

play23:01

itself to multi-part projects that are

play23:04

longer-term one is designing doing a

play23:07

design analysis of an existing game or

play23:08

part of an existing game I've had

play23:10

students do the math to derive the

play23:11

design thinking behind hearthstone

play23:13

Dominion netrunner and a number of other

play23:15

card games figuring out the relationship

play23:17

between costs and benefits and then

play23:18

creating a new 5 to 10 card mini

play23:20

expansion for the game with cards all

play23:22

focused on a single mechanical theme

play23:24

that requires the student to invent a

play23:25

new mechanic and then figure out how

play23:27

much it costs this kind of thing becomes

play23:29

particularly awesome in cases where I

play23:31

happen to know the designer of the game

play23:32

that the student is analyzing in a lot

play23:35

of cases designers are particularly

play23:37

amused that their own creative work

play23:39

their own commercial work is being used

play23:41

as a class assignment and they're

play23:43

usually very happy to be available for

play23:44

questions from students though in my

play23:46

experience the students are usually too

play23:48

intimidated to take advantage of this in

play23:49

the future I'll probably organize a

play23:51

required Q&A or something like that

play23:53

the other benefit is that in some cases

play23:55

I've been able to actually send the

play23:56

student work to the designer for

play23:58

consideration in using their expansion

play24:00

as part of a future release having a

play24:02

professional design credit for a class

play24:03

project is a kind of holy grail for the

play24:05

student in my class it has not happened

play24:07

yet but these things are slow and the

play24:09

possibility is there for students

play24:12

working on other games or for a

play24:13

different class or just on their own

play24:14

passion projects analyzing their own

play24:16

games from a balanced perspective and

play24:18

creating mathematical models to improve

play24:20

the balance of their game is also a

play24:21

useful way to go about this

play24:23

or just give them tagged aim to balance

play24:25

I created a game called harmony that I

play24:27

presented before it's a very simple TCG

play24:29

with just four mechanics and the goal is

play24:31

to balance those mechanics with each

play24:32

other

play24:32

starts off completely broken

play24:33

intentionally and students have to

play24:35

figure out how to relate these things to

play24:37

each other projects in this class are

play24:39

super important but to practice these

play24:41

skills on real games because it's one

play24:43

thing to say make a game as a project

play24:45

it's another to say now balance second

play24:48

I've also been working over the past

play24:50

couple of years to document everything

play24:52

in this class and I now have the first

play24:53

draft manuscript for a complete book the

play24:55

first draft is done and I will be

play24:57

talking to publishers here at GDC and

play24:59

shortly after so if you want to run a

play25:01

class like this and you can wait a year

play25:03

or so to get it into your curriculum I

play25:05

should have a textbook ready for you

play25:06

before too long in the meantime feel

play25:08

free to use what's available on game

play25:09

balance concepts even if it's an earlier

play25:11

iteration and feel free to write me

play25:13

after the show if you have any questions

play25:15

about it or anything thanks for

play25:17

listening and now I will be happy to

play25:18

take a couple questions

play25:20

[Applause]

play25:37

hi as a game designer actually run into

play25:41

this issue a lot in that I too am

play25:44

usually running adverse sorry as a

play25:46

programmer I'm usually writing a lot of

play25:47

code and I'm trying to code my way

play25:49

around the things you're talking about

play25:50

with the spreadsheet it occurs to me

play25:52

that actually probably one of their

play25:54

advantage in doing so much design

play25:56

through the spreadsheet is it probably

play25:57

creates a natural limitation as well to

play26:00

the scope so does it am i correct and

play26:03

that actually probably helps to prevent

play26:04

scope creep released um within ourselves

play26:06

I would say that probably is true so the

play26:09

question is would learning to do things

play26:11

balance in spreadsheets as opposed to

play26:13

code you know limit artha limit this

play26:16

helps to limit the scope of complexity I

play26:18

think that's definitely would be true

play26:21

you know usually I have to usually I

play26:24

have to go the other direction in that

play26:26

trying to get them to stop using code in

play26:29

the first place and just getting them to

play26:31

sink in spreadsheets being able to think

play26:34

in terms of formulas in terms of

play26:36

relationships between mathematical

play26:37

things if you've got something and you

play26:41

know a algorithm that's super super

play26:43

complicated then analyzing it is very

play26:46

difficult and if something is too

play26:48

difficult for you to analyze that's too

play26:49

diffident it's too complex to be put in

play26:52

the game so yes do you ever talk about

play26:58

logic and how logic can connect to

play27:01

balance when it comes to design okay

play27:03

yeah can you uh can you clarify what you

play27:05

mean by logic because that's a very

play27:07

large term okay so I often with my

play27:11

students realize that they don't

play27:14

understand the logic generally of maybe

play27:17

the puzzle or challenge that they're

play27:18

putting together and then when it comes

play27:21

to balancing that experience in the game

play27:23

like what's the difference between level

play27:26

one and level two in the difficulty

play27:28

because they're not following they're

play27:30

not they're not thinking through the

play27:32

logical problem they're having trouble

play27:34

just putting their head around what is

play27:35

the balance then of that player

play27:37

experience okay so we're talking

play27:39

you know do students have difficult I do

play27:41

I go into game logic and understanding

play27:44

these mechanics and how they relate to

play27:45

each other you know because if students

play27:48

don't understand how the mechanics of

play27:50

the game work at a core level then it's

play27:52

kind of hard to figure out how the

play27:53

numbers work is that correct that would

play27:55

yes but also the more sort of formal

play27:57

concepts of logic like spatial reasoning

play27:59

versus you know the different types of

play28:03

lot okay different types of logic in the

play28:05

current iteration I don't do that as if

play28:07

you've noticed there's a lot that I am

play28:08

covering that hasn't been a problem for

play28:11

me in my experience I think a lot of it

play28:14

helps that I'm at RIT which has a very

play28:16

technical focus so I get so students

play28:18

understanding some kind of propositional

play28:21

logic and you know lambda calculus and

play28:23

things like that like they get exposed

play28:25

to that through their computer science

play28:26

classes anyway for a less technical

play28:29

group usually my biggest challenge is

play28:32

getting them to be able to have the

play28:34

mathematical thinking to understand at a

play28:37

just an intuitive level how different

play28:40

numbers affect each other and so logic

play28:42

would certainly be a part of that but

play28:45

I'll take one challenge at a time

play28:49

hi I work with a lot of teenage students

play28:52

40 to 70 last week and I was wondering

play28:54

for a mini course for that age range

play28:56

what concepts do you think he would

play28:58

start them on so so this is yeah as

play29:01

you've noticed I call this a math class

play29:03

that's cleverly disguised this game

play29:05

design that's kind of how I pitch it to

play29:07

other people here so the one thing that

play29:09

I found is interesting is that even

play29:11

though we get in some pretty heavy math

play29:13

because it's contextualized in games

play29:15

that students already understand and can

play29:17

already play the math is you know it has

play29:20

meaning and all of a sudden you don't

play29:24

really like the prerequisite for this

play29:25

class in terms of what math you've

play29:27

encountered in the past is basically you

play29:30

know can you solve an equation you know

play29:33

from algebra one if you know how to do

play29:35

that

play29:36

I can scaffold everything else on top of

play29:38

that I would certainly take some of the

play29:39

more challenging parts like linear

play29:42

algebra and

play29:44

and game theory out or at least greatly

play29:46

simplify it or just say you know this is

play29:49

something that exists it's a lot part

play29:51

you know it's a bit harder it's beyond

play29:53

the scope of this course you know this

play29:55

is for a audience of of younger younger

play29:59

children and teenagers you know but most

play30:01

of this it's you know it I usually it's

play30:05

not the actual mathematical skills and

play30:08

it's the challenge it's usually it's

play30:10

just building up the mathematical

play30:12

reasoning and intuitive which do you

play30:14

think it's actually like the most

play30:15

important concepts or that you should

play30:17

start in like you're like okay I got 10

play30:19

hours of you what are you thinking about

play30:21

right so I would say for yeah if you

play30:24

only have 10 hours how how would I you

play30:26

know pick the most important concepts in

play30:29

this class and that's a good question I

play30:32

would say I would go through you know

play30:36

the I would go through numeric

play30:37

relationships and I would go through the

play30:39

balance of TCG's just because it's you

play30:43

know it's very very it's very related to

play30:46

like algebra so so kind of build on

play30:49

those skills that are probably going to

play30:50

be age appropriate at that range it and

play30:53

and you know and it lets you you know

play30:56

and it relates it to games that a lot of

play30:58

them are playing right now already so

play30:59

thank you that's helpful okay

play31:02

I'm not sure people are going to be

play31:04

about but I'll keep answering questions

play31:06

until someone tells me to stop I have

play31:10

two questions

play31:10

so first very simple how long how many

play31:14

hours well of course and how many hours

play31:18

are the students represented forth at

play31:20

which level is given this course and the

play31:24

second question is we have quite similar

play31:28

course but we have taken the point of

play31:30

view that you can explain everything

play31:33

taking the point of view of game theory

play31:36

you want to go you made games against

play31:38

nature to introduce probability and you

play31:42

can choose a game negotiation to explain

play31:45

other topics what do you think about

play31:47

this point of view because I understood

play31:49

that you're just taking game theory on

play31:52

only at the informant

play31:54

nam translated choice system yes so let

play31:58

me repeat that back because I'm not sure

play31:59

I quite got that so the first question

play32:01

is just you know how long this is taking

play32:03

like how many hours this is a in this

play32:06

current incarnation it's a three credit

play32:08

hour class over 15 weeks you know there

play32:11

are certainly things in there that I

play32:12

could cut if I had to take it down to

play32:14

ten you know for the and for the second

play32:17

question you were asking about the whole

play32:19

question is in the course well given the

play32:23

whole the whole content that you have

play32:26

given is is taken a different point of

play32:30

view from game theory for example if you

play32:33

when we introduce public VT went reduce

play32:36

poverty I'd games against the nature and

play32:39

thing like that so my question would

play32:41

okay well it's what you came to only

play32:43

only at the end okay so yeah the reason

play32:46

I do game theory at the end is partly

play32:48

because it ties together a lot of other

play32:50

things we've been doing in there so it

play32:52

kind of requires you to understand a

play32:54

little bit about probability a little

play32:56

bit about transitive mechanics and how

play32:57

they relate to things you know there's

play32:59

all these a little bit about human

play33:01

psychology and just the idea that you

play33:04

know we can try to model like the human

play33:06

brains aren't always mathematical you

play33:09

know and bringing all you know and also

play33:11

just encountering things like matrices

play33:13

and matrix multiplication in when we

play33:16

talked about Markov chains so all those

play33:18

things kind of are prerequisites that

play33:20

lead up to this that's part of the

play33:22

reason why it's at the end of the course

play33:23

that I talk about game theory the the

play33:25

other side of this is yeah I mean like I

play33:28

said it's not something that's widely

play33:31

used in the field as a tool and you know

play33:33

and it certainly has a lot of

play33:34

limitations to it I just think it's kind

play33:37

of neat and and certainly you're

play33:38

absolutely right though that you know

play33:40

even game theory doesn't always predict

play33:42

human behavior and that that is worth

play33:44

mentioning in that section I think

play33:47

that's it and I do mention that if

play33:48

you're once you're games get

play33:49

sufficiently complicated where you need

play33:52

game theory in order to you know figure

play33:54

out things and you're working on things

play33:56

on multiple levels it's probably too

play33:58

complicated for someone to actually

play33:59

solve it intuitively anyway and player

play34:02

behavior is going to diverge from

play34:03

optimal math but you could at least use

play34:05

that to write a good AI

play34:07

okay thank you okay and I'm being told

play34:12

to stop so thank you all

play34:14

[Applause]

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