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	<title>Comments on: Balancing your game: real-time or actions-based?</title>
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	<link>http://buildingbrowsergames.com/2008/07/22/balancing-your-game-real-time-or-actions-based/</link>
	<description>Ever wanted to build a browsergame?</description>
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		<title>By: Nox</title>
		<link>http://buildingbrowsergames.com/2008/07/22/balancing-your-game-real-time-or-actions-based/comment-page-1/#comment-636</link>
		<dc:creator>Nox</dc:creator>
		<pubDate>Tue, 17 Feb 2009 13:17:43 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=97#comment-636</guid>
		<description>In my oppinion it&#039;s not a question of turns/real time at all and I think many assumptions in this article are not really correct.&lt;br&gt;&lt;br&gt;If it takes 2 days for player to kill the boss, than it should take 2 days in realtime, should you want only compare these systems balance-wise. But it doesn&#039;t have to as it doesn&#039;t matter how long it is, (if it takes 4 days than just noone has it before 4 days so the item does not affect anyone) and when it&#039;s used, the overpoweredness is visible in both systems.&lt;br&gt;&lt;br&gt;I believe the system of T/RT affects much more the system design of the game, playstyle and accessability (people who don&#039;t have so much time (going to work etc.) are not punished for not sitting at it the whole day, while doing some other reasonable things, we) than balance.&lt;br&gt;&lt;br&gt;Little digression here: @Scion: In many games I played it was very usual to save up to the maximum number of turns and then play, as you maximise your overview and control of your strategy, it&#039;s almost impossible to play the other way imho. Another advantage is, that the enemies do not have a time to adjust as you concentrate all your power to a small timeframe. It might depend on the game, but this is what I&#039;ve learnt throughout the years&lt;br&gt;&lt;br&gt;Back to topic:&lt;br&gt;I think many authors played games before so they should be aware of balance, but I know it&#039;s good to point it out (you could&#039;ve focused a bit more on the &quot;how to&quot; part).&lt;br&gt;&lt;br&gt;But I don&#039;t see this as a bug problem to solve as it&#039;s just a question of numbers. If something breaks balanced, just go to the database and change values which are inapproprietly high / low.&lt;br&gt;&lt;br&gt;Much worse imho is badly designed system, which is hard to modify, has security issues and so on...resulting in need to rework whole game.&lt;br&gt;But I don&#039;t say it&#039;s a bad topic, once more - good you&#039;ve pointed it out, thanks&lt;br&gt;&lt;br&gt;P.S.: this comment textarea could be a bit larger :)&lt;br&gt;P.P.S.: I hope it&#039;s readable and not full of mistakes...</description>
		<content:encoded><![CDATA[<p>In my oppinion it&#39;s not a question of turns/real time at all and I think many assumptions in this article are not really correct.</p>
<p>If it takes 2 days for player to kill the boss, than it should take 2 days in realtime, should you want only compare these systems balance-wise. But it doesn&#39;t have to as it doesn&#39;t matter how long it is, (if it takes 4 days than just noone has it before 4 days so the item does not affect anyone) and when it&#39;s used, the overpoweredness is visible in both systems.</p>
<p>I believe the system of T/RT affects much more the system design of the game, playstyle and accessability (people who don&#39;t have so much time (going to work etc.) are not punished for not sitting at it the whole day, while doing some other reasonable things, we) than balance.</p>
<p>Little digression here: @Scion: In many games I played it was very usual to save up to the maximum number of turns and then play, as you maximise your overview and control of your strategy, it&#39;s almost impossible to play the other way imho. Another advantage is, that the enemies do not have a time to adjust as you concentrate all your power to a small timeframe. It might depend on the game, but this is what I&#39;ve learnt throughout the years</p>
<p>Back to topic:<br />I think many authors played games before so they should be aware of balance, but I know it&#39;s good to point it out (you could&#39;ve focused a bit more on the &#8220;how to&#8221; part).</p>
<p>But I don&#39;t see this as a bug problem to solve as it&#39;s just a question of numbers. If something breaks balanced, just go to the database and change values which are inapproprietly high / low.</p>
<p>Much worse imho is badly designed system, which is hard to modify, has security issues and so on&#8230;resulting in need to rework whole game.<br />But I don&#39;t say it&#39;s a bad topic, once more &#8211; good you&#39;ve pointed it out, thanks</p>
<p>P.S.: this comment textarea could be a bit larger <img src='http://buildingbrowsergames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> <br />P.P.S.: I hope it&#39;s readable and not full of mistakes&#8230;</p>
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	<item>
		<title>By: Nox</title>
		<link>http://buildingbrowsergames.com/2008/07/22/balancing-your-game-real-time-or-actions-based/comment-page-1/#comment-318</link>
		<dc:creator>Nox</dc:creator>
		<pubDate>Tue, 17 Feb 2009 07:17:43 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=97#comment-318</guid>
		<description>In my oppinion it&#039;s not a question of turns/real time at all and I think many assumptions in this article are not really correct.&lt;br&gt;&lt;br&gt;If it takes 2 days for player to kill the boss, than it should take 2 days in realtime, should you want only compare these systems balance-wise. But it doesn&#039;t have to as it doesn&#039;t matter how long it is, (if it takes 4 days than just noone has it before 4 days so the item does not affect anyone) and when it&#039;s used, the overpoweredness is visible in both systems.&lt;br&gt;&lt;br&gt;I believe the system of T/RT affects much more the system design of the game, playstyle and accessability (people who don&#039;t have so much time (going to work etc.) are not punished for not sitting at it the whole day, while doing some other reasonable things, we) than balance.&lt;br&gt;&lt;br&gt;Little digression here: @Scion: In many games I played it was very usual to save up to the maximum number of turns and then play, as you maximise your overview and control of your strategy, it&#039;s almost impossible to play the other way imho. Another advantage is, that the enemies do not have a time to adjust as you concentrate all your power to a small timeframe. It might depend on the game, but this is what I&#039;ve learnt throughout the years&lt;br&gt;&lt;br&gt;Back to topic:&lt;br&gt;I think many authors played games before so they should be aware of balance, but I know it&#039;s good to point it out (you could&#039;ve focused a bit more on the &quot;how to&quot; part).&lt;br&gt;&lt;br&gt;But I don&#039;t see this as a bug problem to solve as it&#039;s just a question of numbers. If something breaks balanced, just go to the database and change values which are inapproprietly high / low.&lt;br&gt;&lt;br&gt;Much worse imho is badly designed system, which is hard to modify, has security issues and so on...resulting in need to rework whole game.&lt;br&gt;But I don&#039;t say it&#039;s a bad topic, once more - good you&#039;ve pointed it out, thanks&lt;br&gt;&lt;br&gt;P.S.: this comment textarea could be a bit larger :)&lt;br&gt;P.P.S.: I hope it&#039;s readable and not full of mistakes...</description>
		<content:encoded><![CDATA[<p>In my oppinion it&#39;s not a question of turns/real time at all and I think many assumptions in this article are not really correct.</p>
<p>If it takes 2 days for player to kill the boss, than it should take 2 days in realtime, should you want only compare these systems balance-wise. But it doesn&#39;t have to as it doesn&#39;t matter how long it is, (if it takes 4 days than just noone has it before 4 days so the item does not affect anyone) and when it&#39;s used, the overpoweredness is visible in both systems.</p>
<p>I believe the system of T/RT affects much more the system design of the game, playstyle and accessability (people who don&#39;t have so much time (going to work etc.) are not punished for not sitting at it the whole day, while doing some other reasonable things, we) than balance.</p>
<p>Little digression here: @Scion: In many games I played it was very usual to save up to the maximum number of turns and then play, as you maximise your overview and control of your strategy, it&#39;s almost impossible to play the other way imho. Another advantage is, that the enemies do not have a time to adjust as you concentrate all your power to a small timeframe. It might depend on the game, but this is what I&#39;ve learnt throughout the years</p>
<p>Back to topic:<br />I think many authors played games before so they should be aware of balance, but I know it&#39;s good to point it out (you could&#39;ve focused a bit more on the &#8220;how to&#8221; part).</p>
<p>But I don&#39;t see this as a bug problem to solve as it&#39;s just a question of numbers. If something breaks balanced, just go to the database and change values which are inapproprietly high / low.</p>
<p>Much worse imho is badly designed system, which is hard to modify, has security issues and so on&#8230;resulting in need to rework whole game.<br />But I don&#39;t say it&#39;s a bad topic, once more &#8211; good you&#39;ve pointed it out, thanks</p>
<p>P.S.: this comment textarea could be a bit larger <img src='http://buildingbrowsergames.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> <br />P.P.S.: I hope it&#39;s readable and not full of mistakes&#8230;</p>
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		<title>By: Luke</title>
		<link>http://buildingbrowsergames.com/2008/07/22/balancing-your-game-real-time-or-actions-based/comment-page-1/#comment-134</link>
		<dc:creator>Luke</dc:creator>
		<pubDate>Fri, 10 Oct 2008 14:37:45 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=97#comment-134</guid>
		<description>Hi Scion,

You&#039;ve definitely got a point there! However, I think you may have misinterpreted something I mentioned - while doing things turn-based is certainly &lt;strong&gt;one&lt;/strong&gt; way to balance your game, it&#039;s by no means the be-all and end-all. You should balance your game in a way that works best for you.</description>
		<content:encoded><![CDATA[<p>Hi Scion,</p>
<p>You&#8217;ve definitely got a point there! However, I think you may have misinterpreted something I mentioned &#8211; while doing things turn-based is certainly <strong>one</strong> way to balance your game, it&#8217;s by no means the be-all and end-all. You should balance your game in a way that works best for you.</p>
]]></content:encoded>
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	<item>
		<title>By: Scion</title>
		<link>http://buildingbrowsergames.com/2008/07/22/balancing-your-game-real-time-or-actions-based/comment-page-1/#comment-133</link>
		<dc:creator>Scion</dc:creator>
		<pubDate>Fri, 10 Oct 2008 11:11:36 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=97#comment-133</guid>
		<description>Achieving balance is probably one of the hardest things to do. 

So the very first thing that should be asked is ... Do i need to balance that particular aspect of my game at all?

Because if some aspect of your Game does need to be balanced then you should make sure that it is .... 

One common problem with using the limited Turns / Actions aproach to balancing player progression is that it often doesn&#039;t fully deal with players that spend a long time online....

In games with turn limits its not uncommon to see players spreading out their actions over loang time spans to maximise the gains achived with each alloted turn/action spent. Where the available gain varies drastically then using turn restriction is not having the desired effect in terms of balancing progression...Although it may well be integral to the game for other reasons. 

Simply put, achieving properly balanced player progression is not as simple as just using a turn based aproach....</description>
		<content:encoded><![CDATA[<p>Achieving balance is probably one of the hardest things to do. </p>
<p>So the very first thing that should be asked is &#8230; Do i need to balance that particular aspect of my game at all?</p>
<p>Because if some aspect of your Game does need to be balanced then you should make sure that it is &#8230;. </p>
<p>One common problem with using the limited Turns / Actions aproach to balancing player progression is that it often doesn&#8217;t fully deal with players that spend a long time online&#8230;.</p>
<p>In games with turn limits its not uncommon to see players spreading out their actions over loang time spans to maximise the gains achived with each alloted turn/action spent. Where the available gain varies drastically then using turn restriction is not having the desired effect in terms of balancing progression&#8230;Although it may well be integral to the game for other reasons. </p>
<p>Simply put, achieving properly balanced player progression is not as simple as just using a turn based aproach&#8230;.</p>
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		<title>By: Sunchaser</title>
		<link>http://buildingbrowsergames.com/2008/07/22/balancing-your-game-real-time-or-actions-based/comment-page-1/#comment-82</link>
		<dc:creator>Sunchaser</dc:creator>
		<pubDate>Wed, 23 Jul 2008 12:26:51 +0000</pubDate>
		<guid isPermaLink="false">http://buildingbrowsergames.com/?p=97#comment-82</guid>
		<description>Very nice article, it seems you have a vast knowledge/experience in PBBG</description>
		<content:encoded><![CDATA[<p>Very nice article, it seems you have a vast knowledge/experience in PBBG</p>
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