Part 2 of interview with David Sirlin

Posted by Jonathan 'Catalyst' Grey • July 27, 2009 at 12:20 p.m. PDT
Part 2 of interview with David Sirlin posted part 2 of their interview with David Sirlin, SSF2T HD Remix's lead designer.

This article doesn't talk about Street Fighter as much as the previous one, it focuses more on game balance, but there's still a few interest nuggets in there, mixed in with some bad grammar and bad HTML editing.

Here's a clip.
And let's say you discovered that Chun-Li is too good. Can you imagine using an equation to tell you how to fix it? Her walk speed? Her throw range? Maybe a new arc on spinning bird kick would help? It's so complicated that you need a deep understanding of the problem combined with intuition, but I think a lot of people think there is some math involved here. I have a math degree from MIT and I like math, so if it were useful to me, I would use it - but it's mostly not. That said, in an RPG where you have lots of stats and levelling curves, math comes into play more. Blizzard games use a lot more math than a fighting game for example, but even then, their real balancing solutions come from human analysis. Blizzard's Rob Pardo, in a lecture at a previous GDC, mentioned that he tells his designers not to "math the fun out of the game" or something.
Just in case you missed part 1 last week, you can view it here.
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