{"id":13781,"date":"2018-02-27T08:59:00","date_gmt":"2018-02-27T08:59:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/314975"},"modified":"2018-02-27T08:59:00","modified_gmt":"2018-02-27T08:59:00","slug":"how-slay-the-spires-devs-use-data-to-balance-their-roguelike-deck-builder","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2018\/02\/27\/how-slay-the-spires-devs-use-data-to-balance-their-roguelike-deck-builder\/","title":{"rendered":"How Slay the Spire&#8217;s devs use data to balance their roguelike deck-builder"},"content":{"rendered":"<p>Mega Crit Games&#8217; roguelike deck-builder <em><a href=\"http:\/\/store.steampowered.com\/app\/646570\/Slay_the_Spire\/\">Slay the Spire<\/a><\/em> has already amassed nearly 400,000 players since entering Early Access in November, according to <a href=\"http:\/\/steamspy.com\/app\/646570\">SteamSpy<\/a>, and received almost unanimous praise from critics and <a href=\"http:\/\/store.steampowered.com\/app\/646570\/Slay_the_Spire\/#app_reviews_hash\">players<\/a> \u2013 not bad for a game with just two full-time developers.<\/p>\n<p>It\u2019s even more impressive when you consider its unusual mash-up of genres. Balancing a card game alone is a huge undertaking, and tiny tweaks can bend entire playstyles out of shape. Stir in the random events of a rogue-like and sprinkle on a few items that can flip a run on its head and you\u2019ve got a potential recipe for chaos.<\/p>\n<p>So just how have Seattle-based Mega Crit\u00a0managed to keep the game feeling so tight? And how do they approach the mammoth task of balancing a game this intricate?<\/p>\n<p>The key, developers Anthony Giovannetti and Casey Yano tell Gamasutra, is player feedback. Specifically, it\u2019s about collating data on every single run and turning that into informed, specific changes to particular cards and enemies.<\/p>\n<p>Even at an early prototype stage, when the game was being tested by Netrunner players, the team created a metric server to track every decision a player made, Giovannetti says.<\/p>\n<h2><strong>&#8220;There&#8217;s no way we can intuitively do it all correctly&#8221;<\/strong><\/h2>\n<p>\u201cWe have so many cards and so many interactions that even though we have a pretty strong card game background there\u2019s no way we can intuitively do it all correctly,&#8221; he adds.\u00a0&#8220;I said at one point, \u2018look, we\u2019re not going to reasonably be able to balance this many cards, we don\u2019t have a team of people to do this\u2019\u2026[so] we took a data-driven approach. I\u2019m just a big fan of data-driven decision making.\u201d<\/p>\n<blockquote>\n<h6><span>&#8220;I said at one point, &#8216;look, we\u2019re not going to reasonably be able to balance this many cards, we don\u2019t have a team of people to do this\u2019\u2026[so] we took a data-driven approach.&#8221;<\/span><\/h6>\n<\/blockquote>\n<p>Early on, the pair would constantly add cards, first in batches to create a deck archetype, and then individual cards to \u201csculpt\u201d those play styles. Playtesters enjoyed having new cards added all the time, and some ended up piling thousands of hours into the game, all of which fed into the team\u2019s metric server.<\/p>\n<p>The data told Yano and Giovannetti how often players selected a particular card when it was offered to them during their dungeon crawl, what they chose it over, how often that card appeared in winning decks, and how much damage players using that card \u2013 on average \u2013 took from a particular enemy.<\/p>\n<p>Acting on that data, Giovannetti says, was not a \u201cmathematical\u201d approach. The team looked for patterns and tried to intuitively decide how to make a card more fun, or less powerful, or more attractive to players. That involved a lot of trial and error.<\/p>\n<p>\u201cWe knew there was going to be knock-on effects, if I change one card and it\u2019s part of particularly strategy, that\u2019s going to have other ramification on the cards in that strategy,&#8221; he says.<\/p>\n<p>\u201cSo we\u2019d make the change and see what people thought of it, see what we thought, and we\u2019d keep tweaking the knobs until we settled on a place that was good. We weren\u2019t afraid of throwing things away and starting over with whole archetypes. My outlook was to be more aggressive on making changes during testing \u2013 you\u2019d rather make the changes early and see how it works out.\u201d<\/p>\n<p>As the playerbase has boomed over the last few months, so has the amount of data. \u201cIn one hour we get more data than we had throughout the whole prototyping [phase]. Our sample sizes are so large now that they\u2019re really accurate,\u201d Giovannetti explains.<\/p>\n<p>Yano tells me that the key to using that data is to ensure it\u2019s all filterable and categorized. It\u2019s also important, he says, to have a specific question in mind when looking at the data that you couldn\u2019t answer just by playing the game.<\/p>\n<blockquote>\n<h6><span>&#8220;The first time we made our metrics, we had three graphs; now we have at least 90.&#8221;<\/span><\/h6>\n<\/blockquote>\n<p>\u201cThere\u2019s lots of filters [and]\u00a0check boxes, it\u2019s important to have it filterable for a specific thing,&#8221; says Yano.\u00a0&#8220;The first time we made our metrics, we had three graphs; now we have at least 90.\u201d<\/p>\n<p>And those graphs don\u2019t just sit there, idle;\u00a0they directly influence the decisions the developers make. Both men naturally have a deep understanding of how the game works, but sometimes they make mistakes, and the data shows them where they\u2019re going wrong.<\/p>\n<h2><strong>How often is a card\u00a0picked, and how often is it a winner?<\/strong><\/h2>\n<p>The two most important metrics, Giovannetti says, are how often a player picks a card when given the choice (too low and it\u2019s \u201cbasically not a card in our game at that point\u201d), and how often a card appears in a winning deck (too high and you know that card is overpowered).<\/p>\n<p>The changes the team made to Dual Wield, which lets players duplicate cards, are a good example. It was strong in prototyping, but a lot of its best interactions didn\u2019t make it to Early Access. The pair could see that players didn\u2019t pick it up very often, so they switched its duplication power from the top card of your deck to any card in your hand. From the resultant data, it was very clear that the buff was too strong, and players were able to ride Dual Wield to victory.<\/p>\n<p><img decoding=\"async\" alt=\"\" src=\"https:\/\/www.sickgamedev.win\/wp-content\/uploads\/2018\/02\/how-slay-the-spires-devs-use-data-to-balance-their-roguelike-deck-builder.jpg\" \/><\/p>\n<p>\u201cIt was totally broken,\u201d Giovannetti says. \u201cYou could copy skills and go infinite [being able to kill an enemy in one turn by duplicating particular cards] really easily. Going infinite is the number one thing we try to make really rare. It makes the actual playing of the game trivial. We then tweaked it so it can only copy Skill cards. So it was a change we thought was benign, found out quickly how degenerate it was and then gave it a slight nerf.\u201d<\/p>\n<p>The team takes the same approach to the game\u2019s enemies. For example, the data showed that players with lots of Power cards in their decks were having trouble with one of the game\u2019s final bosses, The Awakened One, who gains strength whenever the player uses a Power card. To stop that, the team reduced the rate at which the boss gained strength, while compensating with an overall damage boost.<\/p>\n<p>By later looking at the numbers the pair could see that more players were beating the boss overall, Yano says. \u201cThis is the first boss players fight when they get to the end, so we didn\u2019t want it to be weak.\u201d By making tweaks to the damage, re-testing, and tweaking again, the developers have it at a level they\u2019re happy with \u2013 and it\u2019s all thanks to the data.<\/p>\n<p>\u201cWithout that, we\u2019d just get people with anecdotal evidence saying this boss is much stronger or weaker now, and it\u2019s completely based on playstyle or other circumstances,\u201d Yano\u00a0adds.<\/p>\n<p>That\u2019s not to say anecdotal, subjective feedback is useless by any means. The team have a public Discord server that allows players to provide their thoughts using tags like \u2018bugs\u2019 or \u2018feedback\u2019. A bot collects that information and relays it to the team.\u00a0<\/p>\n<h2><strong>Data alone is not enough<\/strong><\/h2>\n<p>\u201cThe numbers are really useful but they\u2019re not telling us how things feel, so we think it\u2019s still really important,&#8221; says Giovannetti.\u00a0&#8220;Incorporating the non-data is harder, but it is useful. We don\u2019t have a good hard and fast rule [about when to act on it], but a single well-reasoned post is a lot more useful than lots of players saying \u2018nerf this\u2019.\u201d<\/p>\n<blockquote>\n<h6><span>&#8220;Any other game I make going forward I\u2019d do something similar, and I\u2019d recommend other indies to use it whenever they can.&#8221;<\/span><\/h6>\n<\/blockquote>\n<p>Overall, Giovannetti says the fact that the game is a single-player roguelike makes balancing its many cards a lot easier than for most card games. Players are not competing against each other, so decks do not need to be equal, and the team can make changes for entertainment value rather than in the name of pure balance.<\/p>\n<p>Plus, roguelike events add an element of chance that makes the game more replayable and forces players to switch up styles. And the fact that it\u2019s still in Early Access also helps. \u201cIf we make a mistake, we\u2019re releasing weekly patches,&#8221; he adds.\u00a0&#8220;Because things are in flux players can expect that the balance will change.&#8221;<\/p>\n<p>But the team is only able to react that quickly because of its data-driven approach. \u201cI think that\u2019s been really validated,\u201d Giovannetti\u00a0concludes.\u00a0\u201cAny other game I make going forward I\u2019d do something similar, and I\u2019d recommend other indies to use it whenever they can.\u201d<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Mega Crit Games&#8217; roguelike deck-builder Slay the Spire has already amassed nearly 400,000 players since entering Early Access in November, according to SteamSpy, and received almost unanimous praise from critics and players \u2013 not bad for a game with just two full-time developers. It\u2019s even more impressive when you consider its unusual mash-up of genres. [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":13782,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-13781","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/13781","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=13781"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/13781\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/13782"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=13781"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=13781"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=13781"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}