Re: kyoryu:
There is no problem with the Sequential RPS game. It is a functional game. I was showing that game to show that in S-RPS, there is no real notion of a "counter tactic". The argument was that if a game does not have a system of "counters" then it does not fall into the category of RPS systems and is not compatible to the description that for a game to be tactically balanced, it must have a "counter" for every tactic.
[ Post ] - A previous post on one set of focuses to design a game that has strategies. The set of focuses are: Action, Correlation, Conflict, Consideration and Visibility. The following defines a term.
Action: The designer defines a set of actions assigned to satisfy the strategic aspects of the design.
Correlation: Each action correlates to (but not immediately dictate) a course of action with the objective to defeat the opponent.
Conflict: The players have conflicting goals that cannot be simultaneously satisfied
Consideration: The players are given enough time to consider and analyze the situation. (This is to distinguish the game from a game based on reflex.)
Visibility: The players can observe the actions of the opponent to predict their course of action.
This set does not consider "Tactical Balance", because in terms design, Tactical Balance is an optional objective, it is not a fundamental element of strategy/tactics. (Meaning, So what if I make a game where the undead player always win? It is unbalanced and unequal, but it is still a strategy game. Perhaps the player would define subobjectives and redefine "victory" in that situation:
"I survived for 15 days!" "No Way!" Tactical Balance is a popular optional objective, but it is not what makes a tactical game a tactical game.)
So I also agree that tactical balance is not equality. It can exists when things are not "equal", and when things are "equal" it doesn't necessarily exist.
Re: thk123:
What is "this" that you were referring to:
Quote:The danger with all this pure balancing is, if you get it right, the game becomes boring. |
Re: Sandman and others
When I wrote the Sequential RPS rules, I in fact did something to balance the game. I tried to post a minimum set of rules such that the game is not broken. Removing any rule of the described game, would break the game. For example:
1) If you let the player make more than one change during its turn, if the player can take infinite amount of time to make a sign, then in general a player will not lose.
2) If you let the player keep copying the sign of the other player, a player will also not lose. Because copying is much easier than forming a different sign. So if this rule does not exist, this would be a dominant tactic to stay in the game (The dominant tactic is to copy the opponent's move).
When people start playing chess, copying the opponent's move is what they try to do. The logic was that "if I follow your move, then I am at least at the same position as my opponent." This is not actually possible in most games. In Go, it is not possible to copy because the boardsize is odd. In Chess, it is impossible because the ranks are in mirror image (if one copies the movement of opponent Rook, the two Rooks will become face-to-face, and the follower can be captured). It is also impossible to do so in Tic-tac-toe since it also has an odd grid.
It is known that in turn-based games, the player that moves first usually has an advantage. In that context, Tactical Balance must answer how the player that moves second is not at an unrecoverable disadvantage. In Go, this disadvantage is only offset in the scoring (Black moves first and has to score more to win, or that the better player will play White).
In an RTS, it is theoretically possible for both players to commit to the exact same course of action. When that happens, can you say that the game is not tactically balanced? For an inferior player this is obviously the dominant tactic (to copy), because if he does not copy, his chance to win is low. But if he does, the chance becomes 50%. In practice, this is made impossible because the player cannot observe all actions of the opponent and the starting environments are not identical.
When the starting environment, resources, and composition are not identical, we could say that the context leaves the realm of games like Go and Chess. Consider this design:
Game: Zombies vs HumanThis is a two-player tactical game. The actual rules of the game are not important at this point. The important details for now are:
1) Both players can see all actions that the other player does
2) The players cannot copy the actions of the other player because the two sides have different action sets
3) At any moment in the game, a player could pause the game to give orders
4) Statistically, no matter what side is played the player has 50% chance to win
(I added rule (3) because I want to disregard the argument that the player that clicks faster wins.)
While (4) asserts that the game is balanced, it says nothing about whether the game is Tactically Balanced, because as far as details go, the game could involve just having the zombie leader and the human leader meet in the center and play RPS to settle the conflict. Consider the following details:
Detail1) Suppose there is a dominant tactics for both sides, and if both players use their dominant tactics, the statistical result of (4) is achieved. The dominant tactic for the Zombie player is to exert minimum control so that the zombies would spread and convert more human on their own. The dominant tactic for the human player is to stick together so that they can effectively kill the zombies.
Detail2) To beat the human player, the Zombie player needs to observe and predict where the human player is going to defend, and weaken those places accordingly before the human defence is too strong. The Course of Action that the zombie player observes involves observing where the human player intend to fight and what traps and attacks the human player plans to use. To employ this tactics, the Zombie player must at times concentrate attack using the zombies, although that would make the zombie population grow slower.
Detail3) To beat the zombie player, the Human player must hide his plan sufficiently so that the Zombie player cannot predict the attacks and the locations where the zombies will be decimated. To do so, the human player must at times spread out to gather items and resources through out the map. This move would make the humans vulnerable to attacks.
Is this game Tactically Balanced? Each side has only one dominant tactic, although the tactic required to counter it is not itself. It is not itself simply because the two sides are of a different race. Is there enough information to decide whether this game is tactically balanced?
[Edited by - Wai on April 19, 2009 8:35:20 PM]