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Zero Sum Programming Tournament

Today begins a ten-day coding tournament for our newest multiplayer arena level, Zero Sum. It’s a mirror match between red and blue, with both heroes as Sorcerers sporting the same powerful weapons and armor. Collect gold, summon armies, command minions, cast spells, and fight dirty!

On Monday, April 6th at 5PM PDT, we’ll snapshot the leaderboards and do some additional ranking to crown the two champion angels of eternal glory, but you can keep playing after it ends. If you enjoyed our past two tournaments, you'll love this one. You don’t need to have played CodeCombat before to play, although complete newbie programmers may want to play the campaign first.

New stuff: controllable artillery and griffin riders plus access to Pender Spellbane and the goldstorm, raise-dead, fear, and drain-life spells. Plus mana-blast and reset-cooldown. And a yeti in a cage. I even put some birds in there.

Dominant Strategies

On Gorilla Tactics

I recently purchased an indie(?) darling(?) on Steam called Magicka. Recently released by Arrowhead Game Studios, Magicka is satirical action-adventure game about mages, saving the world, and vampires, or not.

There are a few great reviews out there which cover the game in detail, so I'll kind of skim over that and instead get to the meat (or veggie burger for you vegetarians) of what I'd like to talk about today: Dominant Strategies. Magicka is a great example of a game that fails to prevent dominant strategies from occurring, and why this matters.

A Dominant Strategy is a strategy or method of acting within a game/life which is vastly superior to the majority of other options in most contexts.

As humans, we are wired to use optimal strategies. That is, if we know a better way of doing something, we prefer to use that method. After all, why take longer or use more effort when you can do it faster or with less effort? So! If a game has one or two Dominant Strategies, it doesn't matter how many other choices are available, the human mind ends up categorizing them as "Optimal vs Sub-Optimal". If you always pick the optimal solution, the game can quickly become boring; if you choose a sub-optimal solution, you may feel bad because you aren't doing the best that you can.

Most well balanced games include abilities which are superior in specific situations, but weak in others. This means the player must figure out what abilities to use based on the situation - their choice is important. Other games have abilities which are roughly equal in overall power, but different in effect (setting people on fire vs electrocuting them). Again, this leads to varied play-styles and infuses the players choices with import. Let's check out Magicka as a case study.

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