Thanks for giving me a shot to investigate and reply. So I spoke with my PM and had him download and play the game, which he is actually enjoying very much
He responded pretty quickly though that he is confident that the win/loss ratios are being artificially manipulated and gave me some examples of how they did it in some of the games his team developed. I googled some of the terms he mentioned and was surprised how sophisticated games designs have been for a long time now, to the point that the theories floating around here that seemed too complex, are actually pretty simple to do. He also had a good point, Rovio’s income aside, if we progressed through BB to quickly, we would get bored and quit. In the alternative, if we began losing to much, people get angry, and once again, quit. So it’s understandable that a game designer would use
Dynamic game difficulty balancing (aka
dynamic difficulty adjustment (
DDA)
, dynamic game balancing (DGB), etc, to find a balance for players. My only gripe, is that I like to know the rules of the game, not here bogus statements that they don’t manipulate the game. Although, it’s also not good for business to tell the players that their win/loss is partially out of their hands, hence the runaround!
Here are some interesting links:
•
https://en.m.wikipedia.org/wiki/Dynamic_game_difficulty_balancing
•
http://www.cs.northwestern.edu/~hunicke/pubs/Hamlet.pdf
•
https://pdfs.semanticscholar.org/1c18/5672690f2bef1ce70063f60a24b80e545e63.pdfClick to expand...