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Game Balance by Scaling Damage: Scaling Game Difficulty by Changing Players Damage Output
Blekinge Institute of Technology, School of Computing.
2013 (English)Independent thesis Basic level (degree of Bachelor)Student thesis
Abstract [en]

There is a lot of different kind of games which creates many different ways to balance the difficulty of games. This study will look at if damage output from a player is a good variable to scale in order to create a better balance and make the game feel more rewarding overall, based on that a game would be enjoyable if a player feels that it is rewarding to play the game. By letting both inexperienced and avid players test a part of a game with different settings for the damage output to see if the players finds the game to be more rewarding if the difficulty is set to a higher setting (lower damage output). The conclusion is that it is that damage output cannot directly affect how overall rewarding a player finds the game, but can affect other variables that in turn make the game feel more rewarding.

Place, publisher, year, edition, pages
2013. , 21 p.
Keyword [en]
Videogames, Game-balance, Difficulty scaling
National Category
Human Computer Interaction
URN: urn:nbn:se:bth-5022Local ID: diva2:832381
Available from: 2015-04-22 Created: 2013-09-18 Last updated: 2015-06-30Bibliographically approved

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