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	<title>MarkSkaggs.com: Fast, Light and Right &#187; Statistics</title>
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		<title>Game Design: Using numbers and stats to tune the play experience</title>
		<link>http://markskaggs.com/game-design/game-design-using-numbers-and-stats-to-tune-the-play-experience/</link>
		<comments>http://markskaggs.com/game-design/game-design-using-numbers-and-stats-to-tune-the-play-experience/#comments</comments>
		<pubDate>Thu, 15 Oct 2009 11:11:51 +0000</pubDate>
		<dc:creator>Mark Skaggs</dc:creator>
				<category><![CDATA[Command & Conquer]]></category>
		<category><![CDATA[Game Design]]></category>
		<category><![CDATA[Statistics]]></category>
		<category><![CDATA[Command and Conquer]]></category>
		<category><![CDATA[Generals]]></category>
		<category><![CDATA[RTS]]></category>
		<category><![CDATA[Social Games]]></category>

		<guid isPermaLink="false">http://markskaggs.com/?p=106</guid>
		<description><![CDATA[A simple technique I used to tune levels in C&#038;C Generals and why I like making Social Games]]></description>
			<content:encoded><![CDATA[<p></p><p>One of the things I used to do as we were coming into the home stretch on releasing a new RTS game was play test the levels.</p>
<p>It was fun and hard at the same time. I had to put myself in the mindset of pretending to see the level for the first time ever, and try to react as a new player would react to events in the world.</p>
<p>The hard part was trying to take notes and feedback during each play session. Nothing like having to stop ever 2 -3 mins to take notes as a way to ruin your game experience.</p>
<p>Play testing C&amp;C: Generals, I had the idea that if we added code to track the game activities I performed, we could create simple graphs with the information and I wouldn&#8217;t have to write any more notes!</p>
<p>Worked like a charm. I could simply play a level and then use the graphs to tune each level based on the graphs.</p>
<p>Some simple patterns emerged. If the graphs showed the simply huge spikes in a repeated pattern of &#8220;collect money&#8221;, &#8220;build lots of tanks&#8221;, &#8220;attack enemy&#8221;, then I knew I was making unsuccessful attempt to crack a base defense or take down an enemy force. From experience, I knew that doing that pattern 2 or 3 times was ok, but when it got to be 4, 5, and 6 attempts, the game would start to get boring so we would use the graphs to go back and tune the level.</p>
<p>That experience taught me the power of using real statistics to help tune game play, rather than simply rely on a sense of &#8220;feel&#8221;. It&#8217;s also one of the reason I enjoy working on Social Games. We can use real stats and numbers to tune and improve the game experience for our players each day if necessary. There&#8217;s a sense of real freedom doing things this way. If you&#8217;re making a game and haven&#8217;t tried it yet, I strongly suggest it.</p>
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