Balancing Games with Positive Feedback Most of the time The Designer's Notebook is full of opinionated jottings about creativity, storytelling, or the social effects of interactive entertainment - in other words, blue sky. Every now and then, though, I feel compelled to write something abstruse and technical about game design, something that's more of a how-to than a why-to or a why-not-to. This is one of those times. This month I'm going to talk about the effect that positive feedback has on game balance. What Is Positive Feedback? When we speak of feedback in everyday life, we're usually referring to that horrible shriek that happens whenever the microphone in a public-address system gets too close to the speakers. The mic picks up whatever's coming out of the speakers and tries to amplify it again. More generally, feedback occurs whenever the output of any system is "fed back" into it as some kind of an input. What happens with the microphone and the amplifier is an example of positive feedback - a situation that tends to amplify the output of the system. Positive feedback plays an important role in game design, although you don't hear many designers talking about it. It can gravely harm a game if improperly implemented, but it also has significant benefits. It's an element of game design that every designer needs to understand and learn to use. Before I go into how it works, though, let's look for a minute at the way games are won and lost. When you happen across two friends playing a game, what's the first thing you say? "Who's winning?" of course. That's not always an easy question to answer. Some games have a metric that determines who's ahead at any given time; others don't. In ping-pong, for example, it's obvious: whoever has the most points is winning. In chess, it's less clear because the victory condition - checkmating the king - is not defined in terms of accumulating points. You can very generally say that whoever has taken the most pieces is winning, but it's perfectly possible to win at chess with fewer pieces than your opponent has. In game design, positive feedback can be defined as occurring whenever one useful achievement makes subsequent achievements easier. In other words, whenever someone gains something in a game, it gets easier to make further gains. If the role of positive feedback in a game is too great, then whoever first obtains the slightest lead in the game is guaranteed to win, because they just keep getting farther and farther ahead. This makes it sound as if positive feedback is always undesirable, but it isn't; it's just a question of employing it properly. Positive feedback appears mostly in games in which the victory condition is defined in numeric terms, and throughout the game you're working to achieve that victory condition by accumulating something. In Monopoly, for example, it's money. Obtaining money in Monopoly allows you to buy and improve properties, which makes it possible to obtain more money. Positive feedback can also appear in games in which a numeric advantage of some kind helps to achieve a non-numeric victory condition. Although the victory condition in chess is non -numeric, it does generally help to have more pieces than your opponent. Balance Graphs My first balance graph represents a simple sprint foot race in which player A is a faster runner than player B. A immediately goes ahead and remains ahead for the duration of the race. Straightforward races have no positive feedback. Gaining the lead does not make it easier to retain or increase the lead. (In fact, there's psychological evidence to suggest that the opposite is true: runners try harder if there's someone slightly ahead of them. When Roger Bannister was training to break the four-minute mile, he ran with pacesetters who ran in front of him. This phenomenon has also been observed in racehorses and sled dogs. However, it isn't part of the rules of the game, which is what we're concerned with here.)
The next graph is an example of an unbalanced, i.e. unfair, game - whether or not it includes positive feedback. Assuming that A and B are of equal skill and there is no element of chance involved, something about the rules is giving A an advantage, such that she takes the lead and maintains it throughout a very short game.
In Figure 3 we have a stalemate, a game that goes on forever with neither player able to assume a commanding lead. This is a game that's too balanced: neither player is able to achieve victory. The children's card game War is a good example of this kind of game: it's all luck, no skill, and no positive feedback, so it can go on for hours. This illustrates why positive feedback is a useful thing: it helps to prevent stalemates. Once a player assumes enough of a lead, the advantage that positive feedback confers guarantees that he will win.
Figure 4 illustrates a game that's balanced, but positive feedback sets in too soon, producing a fair but very short game. B gains a slight advantage, then A retakes a slight lead, then B again, then A takes a longer lead and promptly wins the game.
The ideal game, in my opinion, starts off even and balanced, but slowly becomes unbalanced over time until one player inevitably wins - preferably the better player! Figure 5 shows one example, although in this case player B struggles on valiantly for quite a while.
Once a player's lead becomes commanding, the game shouldn't take too long to finish. This is one of the (very few) problems with Monopoly. From the time that it becomes clear that one player must win until he has actually bankrupted all the other players is usually half an hour or more. The other players just have to sit and wait through their slow slide into oblivion. Positive Feedback in Games Another genre of computer game that has positive feedback is single-player role-playing games. You start off with poor weapons; you kill some monsters; you get some treasure, and you use it to buy better weapons. The better weapons enable you to kill more monsters, you get more treasure, you buy still better weapons, and so on. Positive feedback needn't have a direct influence on the path to victory; it can appear in other areas of a game as well. While I was at Bullfrog Productions, I was lead designer on a new game (never published, alas) called Genesis: The Hand of God. Genesis was a god game in the spirit of Bullfrog's original Populous, in which you could affect the weather of a landscape with divine power, drawing on mana generated by your simulated worshippers to do so. One of our innovations was that there were several different types of mana, depending on the nature of the landscape in which your worshippers lived. For example, if they lived in a wet area, you got a lot of water mana, which you could use to make rain. Of course we realized immediately that this was a positive feedback loop: the more water you had, the more water you could get. On the other hand if your people lived in a desert, it was very difficult to make rain because they were producing very little water mana. In the end we concluded that this wasn't a problem for the game. Making rain in a wet area made it wetter, but so what? If you made it rain all the time you would drown your own people, and there was no benefit in that. We also thought that making the desert bloom shouldn't be too easy at first, but once you got it started, it should get easier. Although it was positive feedback, it didn't endanger the balance of the game because it didn't confer a direct advantage over your opponents. Controlling Positive Feedback So far I've looked at both the benefits and the dangers of positive feedback. The benefit of it is that it prevents stalemates, helping games to come to an end. The danger is that it will unbalance a game too quickly and bring it to an end too soon. So how can we limit positive feedback? There are several ways. Use Negative Feedback In order to prevent this, and try to balance the strength of all the teams, the National Football League introduced a drafting system. New players can't simply auction themselves to the highest bidder; rather, the teams take turns to choose players from those available, and most importantly, the worst teams choose first. This means that the worst teams get first choice of the best players, and the quality of the teams is evened out somewhat. Of course, it's not that simple in practice; teams are allowed to trade their positions in the selection order, and the quality of their play depends a lot on the quality of the coaching, not to mention the other players already on the team. But the principle is sound. The draft system helps to prevent one team from establishing an unassailable position through positive feedback. Be careful about negative feedback, however - if it's too strong, it can produce stalemates or even wild swings in the lead, as Figure 6 illustrates. In this example, being in the lead confers some kind of strong disadvantage that causes the lead to flip to the other side and back again.
You often see this in turn-based multi-player party games for adults, in which the object isn't really to reward skill, but to have a good time without worrying too much about who's winning. Everybody gets to be in the lead at some point, and the winner is mostly a matter of chance.
Limit the Benefits that Positive Feedback Provides In addition to the drafting process, pro football has other rules that help to prevent the wealthiest teams from dominating all the others year after year. One rule is the salary cap, which limits the total amount that each team may pay all its players. No matter how much money a team has, it can't spend more on salaries than the salary cap dictates. Another is a fixed team size. No team can have more than 53 players during the regular playing season, even if it can afford to. These artificial restrictions serve to constrain the effects of positive feedback. In effect, they're making sure that "money isn't everything." Define Victory In Other Terms Ratchet Up the Difficulty Level to Compensate
Increase the Influence of Chance Conclusion Balancing a single-player computer game is a bit different from balancing a multiplayer one. In a single-player game it isn't necessary to be "fair" in quite the same way as it is in a multi-player game. The challenge in single-player real-time strategy and role-playing games usually depends more on the player's ignorance of what he's up against than the computer's strategic or managerial skill - often because the computer doesn't have much. But most RTS's are designed with multiplayer modes these days, and in those cases it is necessary to balance them properly and make sure you're being fair to each player, especially if they have asymmetric forces. In multiplayer mode, positive feedback has an important role to play. Use it wisely! Copyright © 2000-2001 CMP Media Inc. All rights reserved. |