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Game Balance by Scaling Damage: Scaling Game Difficulty by Changing Players Damage Output
Blekinge Institute of Technology, School of Computing.
2013 (English)Independent thesis Basic level (degree of Bachelor)Student thesis
Abstract [en]

There is a lot of different kind of games which creates many different ways to balance the difficulty of games. This study will look at if damage output from a player is a good variable to scale in order to create a better balance and make the game feel more rewarding overall, based on that a game would be enjoyable if a player feels that it is rewarding to play the game. By letting both inexperienced and avid players test a part of a game with different settings for the damage output to see if the players finds the game to be more rewarding if the difficulty is set to a higher setting (lower damage output). The conclusion is that it is that damage output cannot directly affect how overall rewarding a player finds the game, but can affect other variables that in turn make the game feel more rewarding.

Place, publisher, year, edition, pages
2013. , p. 21
Keywords [en]
Videogames, Game-balance, Difficulty scaling
National Category
Human Computer Interaction
Identifiers
URN: urn:nbn:se:bth-5022Local ID: oai:bth.se:arkivex831EC093D9EEEF8AC1257BEA0057A012OAI: oai:DiVA.org:bth-5022DiVA, id: diva2:832381
Uppsok
Technology
Supervisors
Available from: 2015-04-22 Created: 2013-09-18 Last updated: 2018-01-11Bibliographically approved

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fulltext(402 kB)199 downloads
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CiteExportLink to record
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Citation style
  • apa
  • ieee
  • modern-language-association-8th-edition
  • vancouver
  • Other style
More styles
Language
  • de-DE
  • en-GB
  • en-US
  • fi-FI
  • nn-NO
  • nn-NB
  • sv-SE
  • Other locale
More languages
Output format
  • html
  • text
  • asciidoc
  • rtf