r/gamedesign 2d ago

Discussion A game-balancing platform idea

Hi game devs! I'm a software engineering student and I was thinking about an idea that could help a few of you, particularly RPG makers. It's a platform in which you could assess the balancing of your game easily by transcribing the gameplay configuration of your game (level scaling, progression parameters, stats curves, passives, equipment, skills, resource allocation, unlocking trees, requirement trees, etc) into it and testing multiple encounters of party VS enemy (very simplified though for generalization) with player-simulated behaviour. I'm even thinking about simulating the entire game journey with checkpoints, planned encounters, and more. It would all be very generalized to accommodate as many as possible, but I recognize there's a lot of uncertainty that won’t be implementable like unique gameplay mechanics or randomness that could skew the math and bias the balancing. For now, I got the framework for RPG games mostly figured out, but in the future I plan to extend that platform's reach into other types of games like shooting games (with simulated gun ttk, maybe even simplified map modeling) or sims like city skylines etc. If such a tool interests you, what would you expect in it? What are the things you would avoid or recommend? What insights could you give me if I fully commit to the project?

Thanks in advance, I love you all 🥰

1 Upvotes

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u/thedaian 2d ago

Unfortunately the more generic the tool, the less useful it is for testing game balance. For RPGs, and most other games, the maths for battles can usually be tested in a spreadsheet, or maybe hooking up a simple game AI to auto select commands in the in game battle system. This way, the test can fully take advantage of the game systems, and it's arguably usually easier than learning a new 3rd party tool.

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u/NathanRazaf 2d ago

But doesn’t a spreadsheet lack features and graphics? Idk how elaborate spreadsheets are for testing game balance but I don’t imagine them simulate passives + equipment + skills interactions in the maths, on top of the resource management to equip those (e.g. lumina points in E33 to equip pictos) And I also planned to create a simple AI to run multiple configurations for multiple iterations of a battle to get a plausible win percentage Though you're right, not being able to actually implement the game systems and actual mechanics is a problem for accurately calculating that win percentage

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u/petroleus 2d ago

  but I don’t imagine them simulate passives + equipment + skills interactions in the maths

why? you can script spreadsheets

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u/NathanRazaf 2d ago

I mean yeah but can it be done to the extent of easily selecting which of those are active, while taking restrictions like level restrictions (e.g. must be lvl 25), resource restrictions (e.g. costs 5 lumina points to equip) into account?

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u/petroleus 2d ago

why not? selecting which is active can be done easily through in-cell checkboxes, the rest im struggling to conceptualise how to show in general rather than in a spreadsheet, but conditional checks are pretty easy to implement

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u/NathanRazaf 2d ago

I guess my goal was to provide something more visual than a spreadsheet I didn’t really think that well about the extent of the capabilities of a spreadsheet tbh

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u/petroleus 2d ago

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u/NathanRazaf 2d ago

Holy shit 😭 that’s incredible, thanks for letting me know! I never knew you could do such things in Excel lmao

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u/ryry1237 1d ago

Would be neat to see, but at best this could only be used to figure out already obvious balance mismatches. Most great games use incomparable mechanics, ie. how can you judge whether +5 damage is better or a 1s stun is better?

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u/NathanRazaf 1d ago

My first thought was that its purpose would be to catch broken builds early like the one-shot Maelle build in Expedition 33. Though you're making me realize I forgot to put status effects into account, I have no idea how to involve and weight them accurately in the calculations 🦧

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u/ShenGahMing 2d ago

You basically want a platform that code/simulate a game, and get it played by AI.

For the result to be viable you have to ensure the simulation is accurate, which is hard. Then build a bot to play the game.

Maybe modern AI agent/models are up to the task, but its borderline AGI.

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u/NathanRazaf 2d ago

Ngl for the simulation I was just thinking about bruteforcing thousands of encounters with different character builds and player setups to catch how likely the player would be overpowered or underpowered given the whole game's configuration 😭

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u/DiscombobulatedAir63 1d ago

"Thousands", oh. I've a rough class balancing sim script (simple as bread one) it says: "Running... 5/13695 matchups done". For any non-manual tweaking you'll need much more (halving - binary search is fastest way to find some rough values). More variable parts - more combinations. And if you fall into local maximum of that Ndimensional function and later player discovers global one then GGWP - failed balancing and diff between those defines how hard everything will go to shit.

It only includes 3 char party combos of all classes. Doesn't run search for perfect stat allocation combos, skill grading combos, skill use ordering combos, skill resource management combos, roughly simulates per class skill based distancing movements and so on. Accuracy of char decision making in sim is most important (need to find perfect, good, bad char decision making so equal level of char management is still quite balanced).