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Stadistics and stats of characters in video games

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hdl:2117/394007

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Ruiz Cano, Daniel
Author's e-maildruiz.cubellesarrobagmail.com
Tutor / directorLöepfe, Lasse
Document typeBachelor thesis
Date2022-07-20
Rights accessOpen Access
All rights reserved. This work is protected by the corresponding intellectual and industrial property rights. Without prejudice to any existing legal exemptions, reproduction, distribution, public communication or transformation of this work are prohibited without permission of the copyright holder
Abstract
The process of the character’s statistics is more complex than it seems, if the game is not balanced can cause the players to quit playing and have bad experiences like ragging attitude or boringness. In balancing, lots of analytics take part in it, most of them from player’s data. This data is taken from online video games where it can be analyzed which character makes the game unfair or boring. This project analyzes different games where a balancing is done, which decisions are made to make those changes, the different methods to carry out the balancing and why this process is done. Thanks to the balancing team of some video games this task is easier to analyze where they are more open to offer data. Also there is a practical process where a simulation is created in RPG Maker using characters in a turn-based video game style. The aim of this project is to let people know the steps required to create statistics and how the process of balancing is done in terms of fun.
SubjectsVideo games--Design, Videojocs--Disseny
DegreeGRAU EN DISSENY I DESENVOLUPAMENT DE VIDEOJOCS - Barcelona (Pla 2014)
URIhttp://hdl.handle.net/2117/394007
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