Lune

CHI2024Top-tier venue

The Trick is to Stay Behind?: Defining and Exploring the Design Space of Player Balancing Mechanics

David Gonçalves, Daniel Barros, Pedro Pais, João Guerreiro, Tiago João Guerreiro, André Rodrigues

2024Year
7Citations

Abstract

In multiplayer gaming, skill disparity can lead to frustrating and excluding experiences. Balancing approaches exist to level the playing field (e.g., providing aim assistance to low-performing players), but it is unclear how different design choices affect individual player experience. We first introduce a design space for balancing mechanics encompassing six categories: Determination, Timing, Targeting, Effect, Feedback, and Information. We then present a mixed-methods study, focused on the effect of two subcategories: Targeting Direction and Effect Dependency on skill. In this study, eight pairs of participants played a game prototype and experienced seven balancing mechanics. We collected data from questionnaires and group interviews, revealing implications for future designs, including the importance of 1) merited victory that does not ignore individual achievements, 2) sense of agency when determining the balancing before and during gameplay, and 3) balancing as an intrinsic part of the game that does not disrupt the core gameplay.

Ask about this paper

Ask your agent about it.

Lune has read the top-tier papers around this one, so every answer names the papers it rests on.

Questions to start from

Your agent calls

Lunesearch_papers

Ask in Lune

Free to start. No credit card required.

lune papers get b18c0d69-a35b-4c65-8f3c-4f82c75aa661

Related papers

Dusk over the sea between two cliffs drawn in fine vertical lines