如何做到平衡膳食论文游戏内经济平衡

LOL游戏经济获取心得:浅谈游戏利益最大化
作者:八宝糖 来源:本站原创  发布时间:04-03 15:21
  本文主要讲述在LOL经济框架下我们如何将自己和团队利益进行最大化的攻略,因为经济问题,是左右战局的至关重要的因素。没有金币,就没有装备,胜利,从何谈起?!
  导语:本文主要讲述在经济框架下我们如何将自己和团队利益进行最大化的攻略,因为经济问题,是左右战局的至关重要的因素。没有金币,就没有装备,胜利,从何谈起?!
 我们知道,在团队配合中,我们在享受杀人,尽情推塔的同时,总是不忘补兵,拿掉打小龙,F4,三狼等来补充自己的经济和获得BUFF增强自身,在多种参考因素下,更像是一场智力的竞赛而非仅仅只是武力的对决,那么如何才能将自身和团队的利益最大化呢?我想,还是分&队伍配置和装备选择&,&时间管理及野区控制&&团队配合&几个方面来谈,希望抛砖引玉,智者见智。
  队伍配置和装备选择
  首先,我们简单举个例子,一个是很多ADC的装备,一个是法师装备,一个是纯肉装备。示例如下:
  很明显,从上面例子可以看出,输出的成型装备比纯肉成型装备要昂贵很多,可以得出2点信息:1,同等成长条件下,输出的成长比纯肉的成长慢;2,在同等队伍配置条件下,纯肉的容错率高于输出,即在一场战斗中,纯肉出现的失误率和死亡率的容忍度高于输出的。由此可以得出以下结论:
  一,队伍配置上,为了获得团队整体的进攻与防御平衡,建议选择平衡的配置以达到团队在战斗中发挥协同作战的作用,不建议全部选择输出或者全部选择纯肉,因为这样会破坏经济的有效利用从而造成经济资源的浪费;很多路人局的时候,我们发现,很多队伍里面有多个ADC,N多脆皮无控法师,这样的缺陷在于你们的经济始终处于紧张状态而且一直持续到后期,敌方可不会因为你们的配置而放缓进攻的节奏,这样相反帮助了敌方成长而限制了自身的发展,简单来说,如果两个人各有10块钱,甲方给了乙方1块钱,那么最终结果是甲方比乙方少2块钱而不是1块钱.
  二,在选择装备上,切记根据战局的发展做出相应的取舍,很多朋友无论顺风逆风都出一样的装备,更有甚者,出装的顺序都是固定的。这其实是没有对出装做仔细的研究,简单来说,你都死了3次了,还要憋帽子,对于你来说非常痛苦,对于团队来说,就是钱没用在刀刃上。所以,当下路说,我不辅助,我要杀人补兵,那么可以确定,整个局面持续下去,你们即使胜利,也将异常艰苦和漫长。很多ADC通常情况下都会选择输出装备,这是正确的,可是万一你方特别逆风,肉也是发育不良,那么我请问,在狂徒和无尽的选择上,你该如何取舍呢,是保命还是无脑冲锋相比不用我说的太清楚。所以,装备的选择和顺序将直接影响我们优势的积累和劣势的反转,要多查看队友的装备做出灵活的选择,我相信朋友们比我做的更好!!!
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05-0705-0605-0605-0505-0505-0505-0405-0405-0405-0305-0305-0305-0305-0305-03如何有效平衡游戏内部的经济系统
发布时间: 17:11:11
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作者:Soren Johnson
游戏设计和经济拥有一个劣迹斑斑的历史。设计出同时具有乐趣和功能的经济并不是件轻松的任务,很多设计在接触到玩家时往往会产生适得其反的效果。举个例子来说,《网络创世纪》在一开始便因为游戏混乱的经济而落下不好的名声。Zachary Booth Simpson在1999年写了一篇有关这款游戏的分析,并详细描述了游戏在发行时可能会经历的显著问题:
锻造系统因为在玩家每创造出产品的时候给予奖励而造成生产过剩的情况。
生产过剩导致超级通货膨胀,即非游戏玩家印刷了过多钱去购买一些无价值的产品。
玩家通过为自己的产品设定了远高于市价的价格而将供应商变成了无限安全存款箱。
玩家囤积的产品迫使团队不得不抛弃封闭式经济,从而导致游戏世界开始倒空产品。
玩家通过垄断将市场逼到一个魔法试剂中,并阻止普通用户投掷咒语。
从那时以来,MMO经济已经取得了很大的发展;《魔兽世界》的拍卖行变成了游戏经济乃至整个世界最具活力的一部分,即有许多玩家愿意花时间在这个市场中“晃悠”。《星战前夜》的开发商CCP甚至雇佣了一位经济学家去分析《星战前夜》游戏世界中的资源流程和价格波动。的确,对于游戏设计师来说,理解游戏玩法的市场力量的潜在影响真的非常重要。
市场是否能够平衡游戏?
许多设计师将经济游戏机制作为平衡游戏的工具。例如在《国家的崛起》中,每当玩家购买了一个单位(如骑士或弓箭手),那么同样类型单位的价格便会上升,设计会鼓励玩家增加军队类型,以此引导他们购买更多内容。通过在游戏过程中让不同方向和选择的“价值”浮动着,设计师将呈献给玩家一个不断改变的景观,并保证不存在获得胜利的唯一方法而提高了重玩价值。
但是如果做得太过火,那么通过转变经济而实现自动平衡便有可能摧毁游戏。2006年,Valve通过《反恐精英:起源》而进行了一次有趣的经济实验,即执行了动态的武器定价运算法则。根据开发者,“武器和装备的定价将基于全球市场的需求每周进行更新。如果更多人购买了某一武器,那么该武器的价格便会上升,而其它武器则会相对降价。
desert eagle(from gamemodding.net)
不幸的是,特定武器的大受欢迎将掩盖了运算法则平衡游戏的能力。举个例子来说吧,当最有效的Desert Eagle价格上升到16000美元时,最没用的Glock为1美元,从而到导致了一些极端情况的出现。游戏经济并不是真正的经济;并不是所有内容都可以通过调整价格而达到平衡。玩家只是想在此获得乐趣,如果最有趣的选择的代价越调越高,甚至到达一个让人望而却步的境地,那么玩家不仅会因此改变策略,甚至会直接选择其它游戏。也许当前的油价让我们的真实生活变得“误区”,但只要现实世界的经济存在着,我们就别无选择。这与玩家所面临的境况是截然不同的。
最后,设计师应该记住,获取完美的平衡是个无法把握的目标。玩家们并不是在寻找石头剪刀布这样的游戏,即存在完全有效的所有选择,并鼓励随机策略。当玩家在玩游戏时,他们会受到一些超越经济的原因的推动。提升玩家喜欢的武器的价格就好像一种惩罚,这种做法只有在不平衡真的破坏了核心游戏时才能起作用。
把市场置于游戏内
也许更合适的经济动态的使用是作为游戏内部的透明机制。桌面游戏世界提供了这些自由市场机制的优秀例子。德式游戏《Puerto Rico》和《Vinci》都使用了提高价格的方法去提高不受欢迎的角色和技术的吸引力。《Puerto Rico》甚至为了让玩家选择工匠这个角色而决定赋予玩家特定的“奖励”,即给予他们1个金币。随着金币数量的逐渐增加,越来越多玩家难以抗拒这种诱惑,如此便确保了所有角色的选择能够趋于平等化。
《Puerto Rico》也仍有一些更棒和一些更糟糕的选—-它们会基于当前的选择在不同回合间发生改变。在这种情况下,自动平衡便能够确保游戏的乐趣,因为玩家会因为选择较不常见的策略而获得奖励,而不是因为坚持自己的喜好而受惩罚。也许更重要的是,因为玩家能够事先了解所有情况,所以没有人会觉得游戏对自己存在偏见。
我们可以在另外一款德式游戏《Power Grid》中看到基于真实资源和价格的纯自由市场机制。在游戏中,玩家需要为自己的植物提供各种资源(游戏邦注:油,煤,铀,和垃圾等等),他们可以从中央市场购得这些资源。资源是基于逐步上升的价格曲线。在每个回合中,市场中都会出现每个资源的X个新组件,玩家可以购买Y个组件。随着供给的浮动,资源的价格会相应地上升和下降。
自由贸易的利益
同样地,一些现代策略游戏(包括《Sins of the Solar Empire》和《帝国时代》系列)也包含了这些自由市场机制,即玩家可以购买并销售资源,并以自己的行动去影响着整体的价格。这些市场是一种有趣的“贪婪测试”,即玩家通常会在需要现金时卖掉资源,或者在缺少特定资源时花钱购买,但他们也知道,自己每次在市场上的交易都会带给其它玩家相对的优势。就像你在《帝国时代》中购买过多树木的话,对手也会因为卖掉多余的产品而赚得金币。
不幸的是,这些游戏的市场动态将不断重复,当玩家的总生成超过需求时,价格便会降到最低点。这主要是源自游戏所强调的经济平衡—-《帝国时代》保证在一开始给予玩家拥有足量的金币,石头和树木。围绕着地图随机传播资源将造就更加多元化且有趣的市场机制,但却需要牺牲整体的游戏平衡。如果你的对手攻击了骑士,那么为拥有足够的树木去换取长枪兵进行反抗的话该怎么办?
而带有核心经济机制的游戏并不会遭遇这种限制。在大多数以商业为主的游戏中,专攻于特殊资源是游戏玩法的基本组成部分。因此,自由市场经济可以变成一看竞争游戏吸引人的一部分内容。关于这类游戏的最后一个例子便是80年代经典的《M.U.L.E》。在游戏中,4名玩家将为了成为新兴世界的经济统治者而竞争。尽管游戏中只存在4种资源(游戏邦注:食物,能量,铁,和能源水晶),规模经济将鼓励玩家专攻某一资源。更重要的是,玩家很难凭借自己的力量创造所有资源,这便要求他们从其他玩家手上购得所需资源。
这款游戏拥有一个很棒的界面能够促进玩家间的这种交易。买家被设定在屏幕底部,而卖家则占据屏幕上方。当买家上升时,他们的要价也会相对地上升。而当卖家下降时,他们的定价也会下降。当双方在中间碰头时,交易便会出现。再一次,游戏机制是明确且透明的—-所有人都能看到玩家的库存和市场定价。玩家清楚,自己可以通过挑战价格去促成交易,或者期盼着对手降价。如果你知道其他玩家需要购买能量去巩固自己的建筑或购买食物去养活劳动力的话,你便能够通过引诱从他身上赚取更多利益。在这种情况下,只有玩家害怕别人获取利益才有可能拉低价格。我们可以看到《M.U.L.E》带有深入且丰富的游戏机制。消耗敌人的资源与直接摧毁他们一样有趣。
(本文为游戏邦/编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦)
The trials and tribulations of balancing your in-game economy
By Soren Johnson
Game design and economics have a spotty history. Designing a simultaneously fun and functional economy is no easy task, as many design assumptions tend to backfire when they come in contact with the player. For example, the early days of Ultima Online were infamous for the game’s wild and chaotic economy. Zachary Booth Simpson wrote a classic analysis of UO in 1999, detailing some of the more notable problems experienced at launch:
The crafting system encouraged massive over-production by rewarding players for each item produced.
Over-production led to hyper-inflation as NPC shopkeepers printed money on demand to buy the worthless items.
Players used vendors as unlimited safety deposit boxes by setting the prices for their own goods far above market value.
Item hoarding by players forced the team to abandon the closed-loop economy as the world began to empty out of goods.
Player cartels (including one from a rival game company!) cornered the market on magical Reagents, preventing average users from casting spells.
MMO economies have come a World of Warcraft’s auction house is now a vibrant part of the game’s economy and overall world, with many players spending much of their time “playing the market” to good effect. CCP, developer of EVE Online, even hired an academic economist to analyze the flow of resources and the fluctuation of prices within Eve’s game world. Indeed, understanding the potential effect of market forces on gameplay is an important ability for designers to develop.
Can the market balance the game?
Many designers have used economic game mechanics as a tool for balancing their games. For example, in Rise of Nations, every time a unit — such as a Knight or Archer — is purchased, the cost of future units of the same type goes up, simulating the pressure of demand upon price. This design encouraged players to diversify their armed forces, in order to maximize their civilization’s buying power. By allowing the “values” of different paths and options to float during a game, designers present players with a constantly shifting landscape, extending replayability by guaranteeing no perfect path to victory.
However, if taken too far, efforts to auto-balance by tweaking the economy can destroy a game. In 2006, Valve conducted an interesting economic experiment within Counter-Strike: Source, implementing a dynamic weapon pricing algorithm. According to the developers, “the prices of weapons and equipment will be updated each week based on the global market demand for each item. As more people purchase a certain weapon, the price for that weapon will rise and other weapons will become less expensive.”
Unfortunately, the overwhelming popularity of certain weapons trumped the ability of the algorithm to balance the game. For example, while the very effective Desert Eagle skyrocketed to $16,000, the less useful Glock flatlined at $1, leading to some extreme edge cases (such as the pictured “Glock bomb”). A game economy i not everything can be balanced simply by altering its price. Gamers just want to have fun, and if the cost of the option considered the most fun is constantly tuned higher and higher until the price becomes prohibitive, players may not just alter their strategy—they may simply go play another game. The current price of gas may be making our real lives “unfun,” but only one real-world economy exists, leaving us no choice. Gamers are not in the same situation.
Ultimately, designers should remember that achieving perfect balance is a dubious goal. Players are not looking for another game like rock/paper/scissors, in which every choice is guaranteed to be valid, essentially encouraging random strategies. Players are motivated by reasons beyond purely economic ones when playing games. Raising the cost of a player’s favorite weapon is simply going to feel like a penalty and should only be done if the imbalance is actually ruining the core game.
Putting the Market Inside the Game
Perhaps a more appropriate use of economic dynamics is as a transparent mechanic within the game itself. The board game world provides some great examples of such free market mechanics at work. German-style games Puerto Rico and Vinci both use increasing subsidies to improve the appeal of unpopular roles and technologies, respectively. In the case of the former, every turn no player decides to be the Craftsman, one gold piece is added as a “reward” for choosing that role. As the gold increases slowly, few players will be able to resist such a bounty, which nicely solves the problem of making sure all roles are eventually chosen.
Puerto Rico still has some clearly better and clearly worse options—they just change from turn to turn based on the current reward. In this case, autobalancing actually keeps the game fun because players are rewarded for choosing less common strategies, instead of being penalized for sticking to their favorites. Perhaps more importantly, the effects of the market are spelled out clearly for the players ahead of time, so that no one feels the game is biased against them.
Perhaps the most elegant example of a pure free market mechanic based around actual resources and prices can be found in Power Grid, another German-style board game. In this case, players supply their power plants with a variety of resources (oil, coal, uranium, and garbage), all of which are purchased from a central market. Resource pieces are arranged on a linear track of escalating prices. Every turn, X new pieces of each resource are added to the market, and players take Y pieces away as purchases. As the supply goes up and down, the price correspondingly goes up and down, depending on where the next available piece is on the market track.
By making the supply-demand mechanic so explicit and transparent to the players, the market becomes its own battlefield, as much as the hex grid of a wargame might be. By buying up as much coal as possible, one player might drive the price out of the range of the player in the next seat, causing her to be unable to supply all her plants at the end of the turn, a disastrous event in Power Grid. Thus, with a true open market, price can be used as a weapon just as much as an arrow or a sword might be in a military game.
The Benefits of Free Trade
Similarly, a number of modern strategy games, including Sins of the Solar Empire and the Age of Empires series, have included free markets in which players could buy and sell resources, influencing global prices with their actions. These markets served as interesting “greed tests” in that players are often tempted to sell when they need cash or to buy when they are short on a specific resource, but they know in the back of their minds that each time they use the market, they are potentially giving an advantage to another player. Buy too much wood in Age of Kings, and your opponents can make all the gold they need selling off their excess supply.
Unfortunately, the market dynamics of these games tend to repeat themselves, with prices usually bottoming out once the players’ total production overwhelms their needs. This effect stems from the fact that the game maps emphasize economic fairness — in AoK, each player is guaranteed a decent supply of gold, stone, and wood within a short distance of their starting location. Spreading resources randomly around the map could lead to a much more dynamic and interesting market mechanic but at the cost of overall play balance for a game with a core military mechanic. If your opponents attack with horsemen, what if there is no wood with which to build spearmen, the appropriate counter unit?
However, a game with a core economic mechanic does not suffer from such limitations. In most business-based games, specializing in a specific resource is a basic part of the gameplay. Thus, a free market mechanic can become a compelling part of a competitive game. The ultimate example of such a game is the ’80s classic M.U.L.E., in which four players vie for economic dominance on a newly-settled world. Although only four resources exist (food, energy, smithore, and crystite), economies of scale encourage players to specialize. More importantly, players can rarely produce all the resources they need on their own, requiring them to buy directly from other players.
The game has a brilliant interface for facilitating this trade between players. Buyers are arranged along the bottom edge of the screen, with sellers on the top. As buyers move up, their asking price goes up accordingly. As sellers descend, their offer price decreases as well. When the two meet in the middle, a transaction occurs. Once again, the mechanic is explicit and transparent — player inventories and market prices are all clearly visible to everyone. Players understand that they either have to adjust their own prices to make a deal happen or hope that their rivals cave. Knowing how desperate another player might be to acquire the energy needed to power his buildings or the food needed to feed his labor, the temptation to pull every last penny from him is strong. In such a case, prices tend to fall only if the player is afraid someone else might sweep in to reap the profits. The game mechanic mined here by M.U.L.E. is deep and rich. Impoverishing one’s enemies can be just as much fun as destroying them.()
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研发 | 一个游戏里的经济系统要如何保持平衡(上)
文/ 奇玄宗
一.游戏中的经济平衡
经济平衡本质是交换平衡,即是在游戏的各个阶段,玩家所获得的利益保持稳定,金币与商品价值稳定,金币与人民汇率稳定。不会出现供给过剩,通货膨胀,商品贬值等情况。保证玩家在游戏中的体验符合我们的预期。那么在一个开放型的经济系统中如何处理以上的问题呢?我们从一个问题示例作为本文的开端。
示例:我们将要设计一个开放型的经济系统,玩家之间的交易窗口有两个,1是由官方提供的自拍卖行,2是个体玩家交易系统。其次所有的商品都是由玩家使用基础资源自由制造的。
在这个示例中,我们最终的目的是保证这套开放型经济系统的平衡,且平衡要健壮。所以我们需要解决几个问题。如何控制商品种类产出,资源产出;商品如何消耗;怎样防止工作室;
一个优秀的经济体除了保证以上问题的解决还有一个显著的“生态平衡”特征。即整个系统有着自我调节的平衡能力。
二.货币,生态平衡
本文中出现货币具体称呼时,统称为金币。
货币,玩家,资源,商品共同形成了一个经济体,在这个经济体中每一个元素都和其他的元素环环相扣。他们之间的关系是如何形成的,在这里需要引入一个理论。价格理论,在整个游戏环境中,玩家为了达到自己的利益最大化,所以玩家的所有行为都会受到价格的支配。玩家制造什么,为谁制造都会由价格决定。价格就像一个杠杆,调节着整个游戏中的经济行为。作为价格的具体单位货币就承担了整个经济体中最重要的一个环节。是它将4个经济体中的元素链接成了一个整体,形成了游戏经济体中的基本生态平衡。
三.经济,价值体系搭建
在建立经济系统之初先决定经济系统中货币的量级,即金币和人民币的汇率。人民币会作为游戏中基础的价值定量单位。因为“人民币”相对于游戏中的世界,它的稳定性更高。
我们的所有商品都是使用基础资源进行制造的,所以接下来我们要定义游戏中基础资源的价值。如何定义资源的价值?这里我们采用时间进行计量,时间是一个稳定可量化的单位,只有可量化你才能准确计算出基础资源的价值。
例如:我们希望(通过我们的设计需求),1小时产出60金币价值的木头(基准基础资源),共计60根,相当于6块人民币。每分钟产出1金币价值的物品,这里1木头是1金币1毛人民币的价值。
在“基准基础资源”之确定后,我们便可以根据产出量换算出游戏中其他基础资源的价值。在通常情况下,资源的产出会随着玩家游戏时间增长产生正反馈循环。所以我们根据正反馈循环便可以获得一张每个阶段资源的价值表。
有了这张基础资源价值表后,我们就可以计算出商品的价值。因为资源的价值随着阶段产生变化。那么商品本身制造的价值也会变化,我们可以得出一张商品价值的表。如果我商品有制造成功等其他因素,也需要考虑到商品的价值中。
最后在商品价值表中,我们可以选择一个玩家停留时间最久的阶段(或是平均值),定义为这个商品价格(人民币)即期望价格。至此我们已经将整个游戏中的货币,资源,商品建立起了一个环环相扣的价值体系。
四.产出&消耗
一个游戏中的产出与消耗是至关重要的,与物质世界不同的是。在物质世界一件商品的短期可能会存在需求饱和,从长期来看商品的需求是无限的,因为物质世界的商品总会随着时间被消耗掉。并且物质世界资源拥有稀缺性,所以商品的产出总是有限的。但是在游戏世界中往往当一件商品不会被消耗时,那么它总有一天会变成价值为0的商品。并且在游戏世界上的资源和货币的产出是凭空而来无限的。所以如果在游戏世界中不设定好消耗与产出的关系,那么必然会带来游戏中经济的崩坏。从古至今细数多少优秀的游戏死在了经济崩坏下。
还是以示例进行分析讲解。在这个设定中,会引起经济崩溃的就是金币的产出和商品的产出,所以要可以准确的计算出两者的产出和消耗。如何准确计算,就是让产出和消耗可以量化。为了直观这里举例设定金币产出,游戏中的金币由2种产出方式。一是NPC对玩家产出的资源或制造商品回收进行产出。二是从击杀游戏中的BOSS产出,BOSS的刷新时间是固定的。在这种机制下,我们就可以准确的计算出1个玩家在单位时间内可以获得的最大金币数量。
这里有个小窍门,击杀BOSS和出售资源商品的不同。因为资源商品我们已经定过价,那么在回收时我们就会有准确的预估。如果我们想对产出进行消耗,那么这里回收时的定价只要在我们设定的价格上打折即可。击杀BOSS时候的金币产出数量,可以刺激玩家,有了资源产出作为对比,也会很容易的设定出来。
接下来我们来定义金币的消耗,关于消耗有很多种方式,包括上一段讲的小窍门。每一种消耗的方式也会对玩家的体验产生不同的影响。这里不对每种消耗机制作详述,只讲如何量化消耗。
消耗目的,在设定每一种消耗的时候。每种消耗对于玩家来说都带有一定的目。而在我们设计游戏时,玩家的每一种行为目的都会有期望的时间长度,难度系数等参数。所以通过时间长度,难度系数等可以量化出玩家达成该“目的”所需要的最低消耗和最高消耗的一个区间值,然后你就可以计算出产出与消耗比。
商品,我们定义游戏中有3类商品,装备,工具,消耗道具。商品的产出已经确定。消耗量化思路和金币基本一致,根据资源的产出来计算出消耗,其次我们要尽量保证消耗是长期的且尽可能稳定的,下面举几个例子。
装备:在战斗死亡时,会随机掉落你的装备。你可以捡回来,超过1小时就消失。
工具:有耐久度,耐久度降至0则工具损坏,有的工具使用还会消耗弹药。
消耗道具:吃掉或使用掉。
核心思路,通过持续的消耗来保证经济体中的“金币”和“商品”的持有率保持在稳定状态,限制流通中的“金币”和“商品”。
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