A blog where I do my best to practice game design and analysis. Mostly used to post ideas and brainstorming and the occasional thoughts I have as I work.
Showing posts with label Number Design. Show all posts
Showing posts with label Number Design. Show all posts
Thursday, July 5, 2012
Number Aesthetics Example
Just a bit of continuation from my last post, a chart for use as an example. In deciding what numbers to use, I used this process for my characters.
1. First is just the area designation from low-high in how they relate to each other.
2. The number next to that is the rank I gave them in relation to one another. 1 being the highest and 10 the lowest.
3. After that I decided on some rough numbers in terms of 00/50 (the numbers with a line through them) based on the ranks I had given. These are easier to understand at a glance and easier to use to get my character statistics in proper line with each other.
4. The final numbers at the bottom of the squares, are the actual numbers I will use. They are close to the previous, numbers, but they are more visually pleasing. This step is a purely aesthetic change. They look like more real, natural numbers and create the sense that the game/environment is not, or at least less manufactured.
Of course, all these numbers are actually meaningless. Their entire purpose is to generate a feeling of strength/weaknesses in the characters and define their "roles" and character. What is actually important to the gameplay, will be the formulas these numbers plug into. And as those formulas are behind the scene, they can be manipulated to make these numbers into anything the designer chooses.
Wednesday, June 27, 2012
Number Aesthetics
Number Aesthetics
Every game deals with numbers. Whether its in the code that no one sees, or its nothing more than a arbitrary score, to numbers that have a huge affect on game play in the case of RPG's or RTS's. The right numbers can make or break a game. Outside of their actual affect on game play, the aesthetics of numbers are important too.
Numbers have a visual affect on the mindset of players. While it's easier for programmers to think in terms of 0 and 5, having all your numbers as multiples of these just comes off awkward to players in most games (there are some exceptions though). So, programmers must design their numbers in such a way that they seem "random" across the board. In a game in which numbers reach a sufficiently large number and quantity, it should seem possible that any number could show its face.
In truth however, most of this is completely arbitrary. Balance is often times figured in in the easy 0/5 multiples and then the actual number is somewhere close; it's the rare care case that +/- 1 or two points causes a huge impact in large numbers, it does however, visually please players more .
On the same note, the difference between 10, 100, 1000, 10000, and beyond is also completely arbitrary. Numbers are only important in relation to each other when it comes to games. It does not matter if you hit for 100 or 1,000 if the enemy is correspondingly at 1,000/10,000 hp. You still deal 10% damage. However, larger numbers give a player the feeling of being strong even when it is not the case. Well designed numbers will continue to grow while often times still having the same end result against enemies. This allows the player to think that they are growing stronger and honestly feel it when they hit those bigger and bigger numbers. Designers can compound this feeling by increasing the number of mobs a player has to face w/o increasing the hit points of the actual mob. Being able to kill two, even if its at the same pace you could kill one, is more pleasurable to the player.
In short and to summarize my random thought, numbers are more than just balance. Using them correctly invokes certain feelings within the players. You can create the feelings of struggle, growth, and power through the use of the right numbers. Giving numbers some "randomness" in their appearance also comes off natural and pleases players, while numbers that feel very set, come off as awkward and give players a small note of hesitation.
Every game deals with numbers. Whether its in the code that no one sees, or its nothing more than a arbitrary score, to numbers that have a huge affect on game play in the case of RPG's or RTS's. The right numbers can make or break a game. Outside of their actual affect on game play, the aesthetics of numbers are important too.
Numbers have a visual affect on the mindset of players. While it's easier for programmers to think in terms of 0 and 5, having all your numbers as multiples of these just comes off awkward to players in most games (there are some exceptions though). So, programmers must design their numbers in such a way that they seem "random" across the board. In a game in which numbers reach a sufficiently large number and quantity, it should seem possible that any number could show its face.
In truth however, most of this is completely arbitrary. Balance is often times figured in in the easy 0/5 multiples and then the actual number is somewhere close; it's the rare care case that +/- 1 or two points causes a huge impact in large numbers, it does however, visually please players more .
On the same note, the difference between 10, 100, 1000, 10000, and beyond is also completely arbitrary. Numbers are only important in relation to each other when it comes to games. It does not matter if you hit for 100 or 1,000 if the enemy is correspondingly at 1,000/10,000 hp. You still deal 10% damage. However, larger numbers give a player the feeling of being strong even when it is not the case. Well designed numbers will continue to grow while often times still having the same end result against enemies. This allows the player to think that they are growing stronger and honestly feel it when they hit those bigger and bigger numbers. Designers can compound this feeling by increasing the number of mobs a player has to face w/o increasing the hit points of the actual mob. Being able to kill two, even if its at the same pace you could kill one, is more pleasurable to the player.
In short and to summarize my random thought, numbers are more than just balance. Using them correctly invokes certain feelings within the players. You can create the feelings of struggle, growth, and power through the use of the right numbers. Giving numbers some "randomness" in their appearance also comes off natural and pleases players, while numbers that feel very set, come off as awkward and give players a small note of hesitation.
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