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Jan
25
awarded  Nice Question
Jan
10
comment What math should all game programmers know?
... at least for a way of being able to understand the balance at a glance. Obviously you want to add testing to that as well. I actually bought the book on the strength of a smaller, cut down pamphlet that had awesome game related content, including discussion of the payoff matrix and rock-paper-scissors relationships and all kinds of great stuff, and was disappointed to find that the final book is a tome, and deals a lot with C++ programming (which is not my thing), as well as AAA title management problems. Everything in the cut down pamphlet was great, though.
Jan
10
comment What math should all game programmers know?
It was this: amazon.com/Game-Architecture-Design-New-Edition/dp/0735713634/… I wish that amazon version enabled searching inside the book, because it might be a great thing to reference in bits for this site. Though maybe the amazon in-book search doesn't work that way. Anyway, that's where they went over payoff-matrices, using warcraft as an example, and the advantage for managing complexity was so clear it made me an instant convert. That's no guarantee that Blizzard actually used that approach, but they're smart guys, so they probably had a mathematical solution...
Jan
9
comment What math should all game programmers know?
Uh, they almost certainly were, the initial warcraft armies were modified duplicates of each-other that were probably created with payoff matrices designed to make them balanced overall. After that they may have simply built upon what they learned to tune things, but they probably had to do it again with starcraft to gets some reasonable level of balance now that three different armies were involved, and again when starcraft II units were added. Obviously you don't simply stop at the model, playtesting often shows emergent properties, but a payoff matrix is how you initially model complexity.
Dec
16
awarded  Nice Question
Dec
13
comment How can I make video games if I don't like programming?
Hmmm, you could read my answer, or you could just watch penny-arcades video that @5ound posted, which says it all better, with imagery. penny-arcade.com/patv/episode/so-you-want-to-be-a-game-designer
Dec
13
revised How can I make video games if I don't like programming?
added 792 characters in body
Dec
13
answered How can I make video games if I don't like programming?
Dec
13
comment How can I make video games if I don't like programming?
I was going to make a comment, but it turned into a full fledged answer.
Oct
2
awarded  Popular Question
Jul
15
awarded  Yearling
Jun
8
awarded  Constituent
Jun
8
awarded  Caucus
Apr
15
awarded  Taxonomist
Mar
27
comment How do they made Pokémon games so flawlessly balanced?
I think this is the right answer. There may be a lot of visual/apparent complexity in the form of the various pokemon types, but their actual combat mechanisms are limited. Combine that with the same framework used again and again over the sequels, has a way of ironing out bugs.
Oct
31
comment How to handle Multiple-accounts creation and cheating?
The only way to make the threat effective is to follow through, which requires continuous monitoring and banning of your playerbase... ...which is just about the least desirable outcome, certainly first you should explore changing the system to minimize cheating potential.
Oct
31
comment How to handle Multiple-accounts creation and cheating?
That is a lot of deep gameplay philosophy, right there, good read.
Aug
15
awarded  Excavator
Jul
16
awarded  Yearling
Jun
17
comment Revisitability of Game Elements
Games that are hard for the sake of selling add-ons probably lose more in customer-base than they gain in add-ons.