On Video Game Balancing: Joining Player- and Data-Driven Analytics
Johannes Pfau, Magy Seif El-Nasr

TL;DR
This paper explores balancing in video games by combining industry and academic perspectives, utilizing player surveys and large-scale game data to develop a player-centered, data-driven approach for optimizing game balance and enhancing player satisfaction.
Contribution
It introduces a novel methodology that integrates player opinions with empirical game data to tailor and improve game balance in a democratic, data-driven manner.
Findings
Player opinions can be effectively aggregated to inform balance adjustments.
Empirical data from over 4 million fights reveals key imbalance areas.
The proposed approach aligns game balance more closely with player preferences.
Abstract
Balancing is, especially among players, a highly debated topic of video games. Whether a game is sufficiently balanced greatly influences its reception, player satisfaction, churn rates and success. Yet, conceptions about the definition of balance diverge across industry, academia and players, and different understandings of designing balance can lead to worse player experiences than actual imbalances. This work accumulates concepts of balancing video games from industry and academia and introduces a player-driven approach to optimize player experience and satisfaction. Using survey data from 680 participants and empirically recorded data of over 4 million in-game fights of Guild Wars 2, we aggregate player opinions and requirements, contrast them to the status quo and approach a democratized quantitative technique to approximate closer configurations of balance. We contribute a…
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Taxonomy
TopicsDigital Games and Media · Artificial Intelligence in Games · Sports Analytics and Performance
