aleksey rehlov, creative mobile oÜ
TRANSCRIPT
Mathematical and psychological fundamentals
of competition systems in modern mobile games
Aleksey Rehlov | External Producer
Competition is a vital part of a mobile game
28-01-2016Mathematical and psychological fundamentals of
competition systems in modern mobile games2
Main competition system problems
• No competition feeling
• No motivation to participate
• Players don’t understand the rules
• It is too easy or too hard
• It is uncovered pay-to-win
• The participation takes too much time
• The system isn’t scalable
• It doesn’t increase KPI of the product
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Why do these problems occur?
A competition system is designed or copied without understanding of its nature.
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What is in-game competition?
In-game competition is a contest or rivalry between two or more players or in-game groups for resources, for prestige,
recognition, for awards, for group or social status, or for leadership and profit.
It arises whenever at least two parties strive for a goal which cannot be shared, where one's gain is the other's loss (a zero-
sum game).
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Most common competition systems
• Scores based competition system
• Elo based competition system
• Groups based competition system
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Scores based competition system
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Main elements
• Place and Score
• Number of players
• Time length
• Time frames: multiple frames, one frame
• Tries model: time based, fixed number, non fixed number etc
• Scoring model: cumulative result, best result or mix
• Reward model: instant score based, final place based or mix
• Balance between chance and skill
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Pros and Cons
• Easy to develop
• Easy to understand
• Works for a small amount of players
• Works well with a time limitation
• Can be used in almost any game
• Highly predictable
• Low competition level
• Low motivation
• Not very good for huge number of players
• Not friendly with late competitors
• Difficult to setup
• Often means pay-to-win
• Often consumes a lot of time
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Issues with percentage
𝑃 =𝑃𝑜 ∙ 𝑛𝑜𝑁
Where:
• 𝑃 – final place in percentage;
• 𝑃𝑜 - base place in percentage;
• 𝑛𝑜 - base number of players;
• 𝑁 – final number of players.
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0.00%
2.00%
4.00%
6.00%
8.00%
10.00%
12.00%
1 2 3 4 5 6 7
Day of Competition
Final place in percentage
Issue with late participation
𝑆 = 𝑆𝑚𝑇 − 𝑡
𝑇• 𝑆 – result score;
• 𝑆𝑚 – max score;
• 𝑇 – total competition length;
• 𝑡 – missed competition length.
These issues can be softenedby score coefficient.
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Issues with participation and rewards
How to soften these issues?
• Strong integration with the main game process;
• Adding easily accessible instant rewards;
• Adding the competition into the game cycle;
• Players notification about the competition and its rewards;
• Useful rewards for all types of players.
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Elo based competition system
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Main elements
• Place and Rating
• Number of players
• Matching System
• Elo Settings
• Team Elo Settings
• Tries model: time based, fixed number, non fixed number etc
• Reward model: instant rating based, final rating based or mix
• Balance between chance and skill
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Pros and Cons
• Easy to develop
• High competition level
• Best for 2 players
• Good for real-time competition
• Good for skill games
• Works for a large amount of players
• Works well with rating tables
• Bad for asynchronous competition
• Not working for a small number of players
• Bad for chance games
• Can be disappointing for donators
• Has a saturation point
• Elo Hell
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Elo rating system
The mathematical expectation of scores amount which receives player A with player B:
𝐸𝑎 =1
1 + 10𝑅𝑏−𝑅𝑎400
Where: 𝑅𝑎 - player A rating, 𝑅𝑏 - player B rating.
The new rating of player A:𝑅′𝑎 = 𝑅𝑎 + 𝐾 ∙ (𝑆𝑎 − 𝐸𝑎)
Where: 𝐾 – K-factor, 𝑆𝑎 - actual score, 𝐸𝑎 - expected score.
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Why do issues occur?
• No understanding how the elo rating works;
• Additional rating increase when player wins;
• Using in not 1 on 1 matches without modifications;
• Using in games with small skill and chance influence;
• Lack of players with close ratings;
• Dead players and players with too high rating;
• Using normal or even uniform distribution with logistic function.
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Groups based competition system
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Pros and Cons
• High competition level
• High motivation
• Works almost for any amount of players
• Good for asynchronous competitions
• Works well with a time limitation
• Can be used almost in any game
• Can separate gudgeons, dolphins and whale
• Highly predictable
• Friendly with late competitors
• Hard to develop
• Can be tricky to understand
• Difficult to setup
• Often consumes a lot of time
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Main elements
• Group Model: number of levels, setup, promotion/demotion, time limitations
• Place and Score
• Number of players
• Tries model: time based, fixed number, non fixed number etc
• Scoring model: cumulative result, best result or mix
• Reward model: interim level and place based, final level and place based or mix
• Balance between chance and skill
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How to decrease the chance of problems?
• To have an expert of competition design in the team.
• To find a closest successful reference for the competition system, to conduct reverse engineering of it and to recreate it.
• Not to mix parts of different competition systems without thinking.
• To make all elements of the competition system as clear as possible.
• To design the competition system in concert with other parts of the game.
• To simulate all aspects of players behavior for an expected number of players in the competition and try to minimize all the negative effects by tweaking your competition system.
• To think about the competition system not as the last resort and before the game is almost done.
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Next lecture on the same theme
How to create the right competition system for your game: methodology
November 10, DevGAMM Minsk 2016
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