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GRAMMARIAN CHECKED-CS - Research - Project - InnocentGirls-1
GRAMMARIAN CHECKED-CS - Research - Project - InnocentGirls-1
Data Analytics
By
Asi, Joshua E.
Lapuz, Ceejay M.
Sambat, Immanuel G.
at
FEU Alabang
2021
Thesis Adviser
The author/s grant FEU Alabang permission to reproduce and distribute the contents of
The research project entitled “Application Game Balancing using Data Analytics”, prepared
and submitted by Ceejay Lapuz; Immanuel Sambat; Joshua Asi; and Judi Biteng, in partial
fulfillment of the requirements for the degree of Bachelor of Science in Computer Science, is
hereby approved and accepted.
Project Mentor
Course Adviser
Panel Chair
Accepted in partial fulfillment of the requirements for the degree of Bachelor of Science in
Computer Science.
Date: _____________
ACKNOWLEDGMENT
The proponents would like to give acknowledgement and appreciation to the following
people and organization who helped and assisted in the development process of this
capstone project.
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The proponents would like to share their gratitude towards their project adviser, Mr.
Joferson L. Bombasi for his guidance, resources provided, and advice given to the team in
writing this capstone project and what the contents of the capstone project should contain.
Alongside their mentor, the proponents would like to express their gratitude to Ms.
Milagros Ortega for her support and guidance throughout the conceptualization of this
project. Her suggestions and contributions proved to be extremely helpful to build this
project.
Lastly, the proponents would like to thank their family and friends who have given them
TABLE OF CONTENTS
THESIS TITLE 1
APPROVAL AND ACCEPTANCE SHEET
2
ACKNOWLEDGMENT 3
TABLE OF CONTENTS 4
Chapter 1. INTRODUCTION 8
1.1. Background of the Study 9
1.2. Theoretical Framework 12
3
1.3. Conceptual Framework 18
1.4. Objectives 19
1.5. Scope and Limitations 20
1.6. Significance of the Study 23
1.7. Definition of Terms 24
Chapter 2. MATERIALS AND METHODS 28
2.1. Type of Research
33
2.2. Project Design 38
2.3. Hardware and Software Specifications 43
2.4. Methods in Developing the Software Product 45
2.5. Methods in Evaluating the Software Product 46
2.6. Data Gathering Procedure 47
2.7. Respondents of the Study 48
2.8. Statistical Treatment of Data 49
Chapter 3. RESULTS
51
3.1. Presentation of Results 52
3.2. Interpretation of Results 62
Chapter 4. DISCUSSION 70
4.1. Summary of Findings 70
4.2. Conclusion 71
4.3. Recommendation 72
BIBLIOGRAPHY 73
APPENDICES 74
LIST OF FIGURES
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Figure 4...………………………………………………………………… Page 18
ABSTRACT
As live streaming of video games has become easier, electronic sports have grown
quickly and they are still increasing as tournaments grow in viewers and prizes. The
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purpose of this paper is to analyze the game state of League of Legends, Dota 2, and
champions and to see if it is a valid way of applying character balance in the Multiplayer
Online Battle Arena game genre. All games' primary mode consists of matches on a map
in which a team of five players competes against another team of five players. Characters
in video games often have four skills and a large number of attributes, making them
tough to compare without context. The proponents obtained character information and
profiles from websites using APIs, then compared them to how frequently a champion
wins and is played. Sirlin’s (2001) definition of multiplayer game balance was “A
available to the player are viable – especially, but not limited to, during high-level play
by expert players.” and with the data from the APIs, the proponents see if these games are
balanced in terms of characters according to that definition. The criteria under the model
proponents believed that this project was a functional need that gaming companies can
utilize to strengthen their workflow and efficiencies. It will not only benefit their
company but also their consumers who seek better game balance.
Chapter 1
INTRODUCTION
Multiplayer Online Battle Arena (MOBA) is a type of game which allows the player to
control a single character, competing against another set of teams. The goal of the game
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is to destroy the opponent’s base. MOBA games consist of many features that make the
Online Game is a hard task to achieve (Keith B. 2021). Developers may need to test them
around, play the game itself which can take up a lot of time especially Multiplayer Online
Battle Arena (MOBA) games. MOBA games usually have a lot of items, skills, heroes,
In every game, the stats of an item or a character will be tracked. Each character's or
item's skill will be tallied based on how many times it was used, how much damage it
dealt, how many resources it used, and how much it influenced the game overall. It will
then be compared to other talents and how it fared in comparison to the average to see
how significant the differences are. If a particular attribute deviates from the norm and
performs better or worse than others, a report on the performance will be generated, along
with a suggestion for a balance adjustment to the attribute, which will be put on the draft
As a result, the goal of this project, Application Game Balancing in MOBA Games, was
to utilize Data Analytics to examine individual games and provide information on how
each champion fare. Compiling them into a database and comparing each champion to
one another, then recommending an adjustment based on the API data into ideas for play
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testing and balancing decisions. This allowed the creators to focus their efforts on other
Recently, online gaming has become more prominent and is even more so with the
current generation. Online games or Games as a service are usually made for the long
term, they are overseen by the game developers to update and improve the game
overtime. These kinds of development are split into many departments like content
management, story development, and other groups that focus on a certain attribute of the
game. However Online games usually have problems balancing a game. Sometimes there
are items abused in the game or a character that stomps every other character that makes
the game not fun. It can be very frustrating for players to be on the other end of the stick
of the broken character that was overlooked by the balance team. Online Games with an
MOBA’s history is way back 1989 when the Sega Mega Drive/Genesis game Herzog
Zwei was released. It has been cited as a precursor to, or an early example of, the MOBA
genre (Damien M. 2020). MOBA games have been with us from the very beginning and
it is not going to die anytime soon because the eSports scene is growing strong as many
fans love the concept of the game. eSports viewership is growing between 2018 and
2019, there was a 12.3% increase year over year. In 2019, there were 245 million casual
viewers and 198 million enthusiasts, making the total audience 443 million. (Werner G.
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2021). In numbers, we can see that the MOBA genre is a world success, as shown below
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Figure 2. Tournament earnings for eSport games of 2020.
Source: archive/esportsobserver
The problems the proponents encountered pertained to the reason why they chose
MOBA games as a game genre because of the following reasons: imbalance in gameplay,
can be solved if managed properly. By using data analytics, the proponents can come up
with how these champions or items perform accurately. In a multiplayer game such as a
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Multiplayer Online Battle Arena (MOBA) it is important to have a balanced game so that
the most skilled player is the winner. Ernest Adams suggests that in the most general
sense, a balanced game is fair to the player if it is neither too easy nor too hard, and if it
makes the skill of the player the most important factor in determining his success
(Adams, 2010).
This section contained the theoretical framework where key concepts of the study were
defined as well as proposing relations between those concepts and discussion of relevant
theories. These theories were used to limit generalizations of the subject while it specified
which key variables influenced the study. Figure 3 illustrated the concepts and theories
1.2.2 API
API stands for - Application Programming Interface. The most important part of this
name is “interface,” because an API essentially talks to a program for you. You still need
to know the language to communicate with the program, but without an API, you won’t
get far. (Tamara S., 2016). The website will gather data using API connections that pull
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user data. The use of APIs is pivotal for the website’s functionality because it’s where the
entirety of its raw data to be collected and stored into the website.
1.2.3 Website
A set of related web pages located under a single domain name, typically produced by a
single person or organization. According to Oxford Languages Dictionary (n.d.). Our
project will be built through a website.
For the process, the website automatically gathered match IDs from the APIs, extracted
important information such as what champions were picked, their pick rates, and their
win rates. Once the data was usable a balancing algorithm was used. The proposed
algorithm was discussed below.
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13
14
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The algorithm made slight changes to abilities and attributes of champions that were
based on their win rates and pick rates while stat changes were based on the most
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Figure 4. Conceptual Framework
The above figure showed the conceptual framework of the study. The proponents created
the input dataset by gathering information of individual champions from various sources
such as official Application Programming Interfaces(APIs) and third party user based
statistical websites. At this point, the Auto Balancing Algorithm examined each statistic
balance changes. Once the determined champion pool had been collected the algorithm
automatically adjusted their stats, increasing and decreasing values as it sees fit. After
this process the app created a log of these changes for which users and developers can
review.
1.4. Objectives
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General Objective
The study's general objective was to enhance the quality and balance of MOBA games
such as League of Legends, DOTA 2, and ML. The proponents felt it will be extremely
beneficial to the gaming community since gamers will be able to enjoy and compete in a
Specific Objectives
The proponents had used an automatic balancing algorithm to achieve these objectives.
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The website automatically analyzed the dataset to determine if champions were
algorithm. If the model had acquired 90% of the data required to run its Automatic
Balancing Algorithm, the website's feature balancing area was ready to use.The trigger
for running the auto balancing of the following games League of Legends, Dota 2 and
Mobile Legends came from the official API of the following games: LoL, DOTA 2 and
ML, from the website’s deployment, the systems automatically collected the game
version and champions current stats. The website refreshed its data every two weeks as
this is the usual time cycle of a game patch throughout all three MOBA games, then as
part of the development it continually collected data within 12 days and oversaw how the
champions did in the current patch. After the 12th day of collecting data the systems had
stopped gathering data. The reason behind the 12th day circulation was so that the Game
Developers may have a window of time to review the suggested new stats of
proceed in the balancing algorithm so that the stats are neutralized. Whereas the
underpowered champions will also proceed in the auto balancing algorithm so that stats
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● To display the characteristics of a certain champion in the game.
were nerfed/buffed.
The proponents' paper, Application Game Balancing in MOBA Games Using Data
Analytics, only considered the data and statistics of each champion, which may be
between them. As a result, the balancing algorithm only changed the champions' intended
experiences. Win rates, ban rates, and pick rates of each champion in the general
population were used as collected data to accurately determine the status of each
champion. Nuances such as certain players' skills and or a single person's success on
playing a certain champion, player side balancing were not be looked into, but win rates,
ban rates, and pick rates of each champion in the general populace were used as collected
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This research project only targeted Multiplayer Online Battle Arena (MOBA) Games.
This project did not handle other types of video game genres in the gaming industry. This
project covered the following games: League of Legends, DOTA2, and Mobile Legends
improving their gameplay by balancing their champions using Data Analytics. The
limitation of this project was for the gameplay of the following MOBA games only, the
proponents were not responsible for the known bugs of these games or their graphics.
I.T. professionals, and 10 game developers. For the demo app, respondents were asked to
review the changes done by the automated game balancing algorithm, survey
questionnaires (Likert Scale), were provided afterwards, and adjustments were done
accordingly.
The study's scope was confined to champion numbers (skill damage, win/loss rates), and
the feature highlighted by the proponents in the first bullet, "To search for other players
who were playing the game," was only applicable to one video game, LOL. For better
control and accuracy, the algorithm only focused on components that impacted individual
champion stats and disregarded other factors like items, as a result of this limitation.
The following were the significance of the study according to the following respondents:
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● Gamers: The resulting app that will be developed by the proponents will be able
to provide players a more fun environment through fair and consistent game
● Game Developers: The app will be able to help developers consume less time
understanding data.
● I.T. professionals: The app can help experts in this field further understand the
advantages of automatic game balance and may adapt it as the norm for game
design.
automates their game balance for their competitive multiplayer game. In the
future as technology progresses, developments regarding this topic may come into
fruition, as such this paper can remain relevant as a stepping stone for future
researchers.
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To have a better understanding of the study, the following technical terms and their
descriptions were provided below. Technical terms were related to the operation, system
Operational Terms
● Assassin - This term pertained to the agile characters that specialize in taking
down important characters on the opposing team. They generally have a lot of
mobility to be able to get to their targets, take them out and then be able to escape.
● Counter – This term referred to the character that has an advantage against
al., 2016).
preventing them from using abilities or reducing their movement. (Teodor, et al.,
2016).
● DotA – Defense of the Ancients, a modification for the game Warcraft 3. DotA is
largely responsible for popularizing the MOBA genre. (Teodor, et al., 2016).
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● eSport - Electronic sport is a term for multiplayer video game competitions. The
most common genres of games in eSport are real-time strategy games, fighting
games, first-person shooter games and MOBA games. (Teodor, et al., 2016).
● Fighters - are close range combatants that have a mix of offensive and defensive
abilities. They do not have as much utility or defense as a tank or as much damage
as an assassin, but they add up to become a threat in a fight over time. (Teodor, et
al., 2016).
those. Therefore, game balancing consists in adjusting those to create the intended
experiences, usually positive ones. Players’ perception and experience are usually
● Mages - are typically characterized by being fragile, by their long range and by
their magic spells that have high utility to help their team, or an area of effect to
● Marksmen - are ranged attackers who generally sacrifice defense and utility to
deal high damage to single targets. They are typically weak in the early parts of
the match to become stronger later on. They rely on help from their team to make
up for their lack of defense, but in return they deal the most single target damage
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● Meta/Metagame – A level of strategy outside the game itself influenced by
knowledge of what is popular or what your opponent may do. The act of
metagaming is the use of out-of game information or resources to affect one's in-
● Pick – Picking a character means to choose a character for a match. Pick rate is
● Supports - are characters that help their team by enabling their allies to win by
using healing or by using crowd control on the enemies. They try to create
advantages for their team by disrupting enemies and keeping their teammates
● Tanks - are durable characters that can lock down enemies and start fights. They
are usually the ones choosing the times to fight and initiate aggression but can
also choose to protect their more fragile teammates with crowd control. (Teodor,
et al., 2016).
Technical Terms
data with the goal of discovering useful information, informing conclusions, and
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● Web Development - is the work involved in developing a Web site for the Internet
or an intranet. Web development can range from developing a simple single static
page of plain text to complex web applications, electronic businesses, and social
network services.
● Web Scraping- is the process of using bots to extract content and data from a
website.
through the use of HTML, CSS, and JavaScript, so that users can view and
code that allow it to operate and that cannot be accessed by a user. (Krystal
Tolani, 2021)
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Chapter 2
address dynamic game balancing. The authors applied this approach to Knock'Em, a real-
time fighting game where two players face each other inside a bullring. They compare the
possible), and the adaptive agent (implementing the proposed approach). According to
the authors, results indicate the effectiveness of this approach as the adaptive agent could
easily beat their opponents yet its performance level is adapted to be close to the
opponent level.
This study will be beneficial for this research because the proponents can use this
automatically control the game level, adapting it to the human player skills in order to
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Vanessa V., & Gunter R., et al. (2016). Demonstrating the Feasibility of Automatic
Computation Conference. (pp. 269-276). In this research, the authors introduced the
investigated for the card game top trumps. Authors apply a multi-objective evolutionary
algorithm to obtain decks that optimize objectives, e.g. win rate and average number of
tricks, developed to express the fairness and the excitement of a game. The study claims
that automatic balancing with the presented approach is feasible even for more complex
This research study will be beneficial to the proponents' study because it shows how
important it is to draw attention to the fact that the game designer’s vision of a game
can rarely be condensed into just one intended game characteristic. In competitive
games, for example, it is certainly important to consider fairness, meaning that the game
outcome depends on skill rather than luck (skill-based) and that the win rate of two
Mihail M., & Riccardo P. (2018). Lessons from Testing an Evolutionary Automated
(GEM). (pp. 252-259). The authors of this project have built the foundation for a simple,
yet robust, language for game balance specifications. The specification language is a
structured JSON file, making it really easy to read by both humans and software
programs, while being easy to manipulate. This language allows designers to define what
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can be changed in their games, as well as what to evaluate when calculating the success
of any changes, regardless of the game. The authors included “parameter” elements of the
game that were proposed for change, “metrics” how the game communicates with the
algorithms, and “evaluators” to assess the success of a set of changes. The authors were
This study will be beneficial to this research because the proponents will pattern the
methods used in this study. It provides insight of the developed specification language
that would allow for a flexible representation of both parameters to change and metrics
to measure success by which is helpful to the proponent on making it easier for the
developers and designers to visualize and present both the search space and the desired
results.
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The proponents believe that this methodology would be of great help in the
the implemented mechanism, verifying if it can keep the game difficulty balanced
to each player, and whether or not this can really impact on the player's
entertainment.
Royal Society Open Science. (pp. 4-10). The researchers stated in this paper that
that a players’ success deteriorates over the course of the session, and this effect is
online game, League of Legends, and measured performance at the level of the
team, as the fraction of matches the player’s team won, and at the individual level,
by computing the KDA ratio of the player at the end of each match. The study
deterioration analysis.
The proponents will benefit from this study by leveraging on the study findings
and identifying different classes of performers. This would allow the proponent to
inexperienced players.
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Chailong H. (2018). Improved Balance in Multiplayer Online Battle Arena
author of this project explicated and focused on the Matching System Balance that
large number of past games. Inspired by the principle of the DOTA2 matching
and rank system and the evaluation system, the author introduces an ideal
matching system based on the Elo rating system together with an improvement
based on the hero evaluation system for a better balanced environment and more
data supply. After heroes are clustered into three types based on their features and
data, a neural network is then used to determine the weights for every piece of
hero is balanced or not. Based on this, further updates can target these unbalanced
factors.
MOBA development history and game mechanics. The proponents will match the
methods used in this study to determine the diversity, playability and even life of a
game, and the traditional method of determining what data needs to be modified
in the next patch consisting of data collection, cluster analysis and neural
network classification.
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2.3 Type of Research
The proponents used the quantitative method for this study. Quantitative research was a
type of research that focused on quantifying the collection and analysis of data. It was
formed from a deductive approach that was meant to test a theory. In this method, an
interrelated set of variables under certain assumptions were used which aimed to specify
The proponents used this method in order to investigate the numerical data that was
collected with the game balancing. The data from the APIs were tested if the numerical
values had changed using data analytics. The results of the survey done in the
development were used to check the significance of the suggestions acquired from the
automatic game balancing algorithm. The proponents used statistical modeling to further
analyze and interpret the data as well to emphasize objective measurements through
instructional programs, processes, and products that must meet criteria of internal
consistency and effectiveness. The proponents used this method in order to have more
control over better results and established consistency between the data displayed on the
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2.4 Hardware and Software Specifications
The table below showed the specifications of the computers of the developers
used for the development of the project. The team consisted of four individuals
who had their own expertise. The team had a project manager who was previously
responsible for the development of the project. The team had a programmer with a
background in Javascript, PHP, SQL, HTML and CSS which were used when
creating the scripts. The team had a financial adviser who oversaw all expenses.
Lastly, the team had one from wma, who was closely familiar with game design
The hardware and software specifications required for the research were as
follow:
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2.4.1 Operational Feasibility
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2.4.2 Other Considerations
- COST
- DOMAIN
- HOSTING
- DOTA 2
- LEAGUE
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The proponents had decided to use the following softwares for the game
development:
app platform.
services.
tools built right into the browser. They provide developers deeper
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The proponents developed a website. The expenses came from the efforts
house rents, food, water, and other necessities since the proponents were
resources the person or group required for the project. The software fees
contained the cost for the OS of the computer, and the software programs
The gantt chart below showed the timeline for the propoent’s project. The
first week of development focused on the website’s front end. Week two
focused on getting champion data from the League of Legends API and
Game Balancing Algorithm and the testing of its output. Week 4 focused
opted to web scrape raw data however we only managed to scrape very
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minimal data. Player search and debugging were also allotted for the 4th
week.
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2.5.1 Project Design
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Figure 6. Use Case Diagram
In the figure above, it demonstrated how the user can interact with the software’s systems
and how the user was immediately taken to the interface wherein they can perform
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Figure 7. Sequence Diagram
In the diagram above, the figure showed the proponents’ plan of interaction that detailed
how operations were carried out. The user opened the website, which displayed every
individual champion’s information such as their skill damage and win rates on the current
patch/game version, untouched by any changes. The algorithm took the collected
champion data for data processing and then ran the algorithm for automatic balancing.
The new balance changes were received back to the website as results and then displayed
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Class Diagram
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Figure 8. Class Diagram
The diagram above showed how the user was immediately taken to the interface, which
opened the menu, the menu had different functions. Champion list showed each
champion and their win rates, champion search allowed the user to search a specific
champion, champion details displayed the damage values of each champion’s abilities,
display showed the adjusted values from the automatic balance change interpreter.
Balancing, the proponents had decided to use the alpha and beta
limited number of users in order for them to test the website and
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give the website feedback. Along with beta testing was alpha
the bugs.
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details. Usability was about how gamers used the website, how
the website should look and feel, and if the user interface was
test the website, how it was done, how easy it was to maintain,
how configurable the system was, and who would be able to use
it.
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The figure above showed how the proponents decided to use the method Scrum
iteration usually consisted of between two and four weeks sprinted with the aim to
create the most important features first and came out with a possible deliverable
product.
The proponents believed that scrum methodology was best suited for the project
since it was rapid, adaptive, and flexible. Scrum also allowed for more productive
interactions across groups working on complex projects and due to the project's
schedule restrictions.
as the team’s “To-do list”. The sprint backlog on the other hand, consisted of
items such as user stories, bug fixes which were selected by the scrum team to be
implemented in the current sprint cycle. Last one was the Increment or sprint
goal, which was the probable usable end-product, the whole process was then
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understanding the research's strengths and weaknesses of the
whether the project’s program was smooth and the results were
the respondents and the project itself by pinning down the flaws
The proponents selected players around the world in the MOBA community to be
the respondents of this study. Selection was categorized according to their level as
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a gamer if they were well versed in the following games such as League of
Non-probability sampling method was a sampling method which did not rely on
probability or random chance to acquire new respondents to fill out the sample
size, the proponents had picked out the respondents themselves using a variety of
methods. The type of method which the proponents had used in this research was
the purposive sampling method. Purposive sampling was most suited for our
study because this type of sampling method required respondents who were
Developers, and 10 I.T. Students who were also well versed or have the required
skills needed in communicating, and had experience in using it, respondents who
were trained in playing MOBA games required to test out the program and to
analyze the accuracy of the training sets as well as the program’s results.
The study also included questions in the survey to ask if the participants
and Mobile Legends. If the participants were able to reach a certain rank in these
games, it means that they were qualified to answer the survey which was given to
them.
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2.9 Statistical Treatment of Data
The following statistical procedures were used to interpret the data gathered from the
Weighted Mean
This statistical tool was used to compute the weight of the responses in the
Where:
WM = Weighted Mean
Σ = Summation symbol
F = Frequency for each option
W = Assigned weight
N = Total Number of frequencies
The weighted mean was used to answer the question if the website was
such a player/gamer
Likert Scale
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4.21-5.00 Very Satisfactory
3.41-4.20 Satisfactory
2.61-3.40 Fair
1.51-2.60 Unsatisfactory
1.00-1.50 Poor
Chapter 3
RESULTS
This chapter displayed the respondents, the results from the I.T. students, gamers, and
game developers who evaluated the website. In this chapter, the researchers used tables
and charts to present the results. The findings were organized based on each criterion of
A. Presentation of Respondents
https://nextmeta.digital/
I.T. students 10
Gamers 10
Game Developers 10
All 30 respondents were selected by the proponents under purposive sampling. Purposive
sampling was a nonprobability sampling technique wherein the proponents relid on their
own judgment when choosing members of the population to participate in their surveys.
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The proponents chose this sampling method so that the subjects to be used in the study
were those who can be easily classified based on their knowledge about the study.
Having 30 respondents yielded a stable result. As such, thirty (30) respondents, male and
female, in ages ranging from 18-60 were chosen. The respondents were not told of the
purpose of the study so it would not affect their viewing. They were not given basic
instructions and were expected to navigate the website independently.
B. Presentation of Results
In conducting the test for the website, the proponents used the FURPS model.
This model was a technique to validate the prioritized requirements based on the
user’s needs. The proponents considered 5 main points:
- Functionality. The capability of the application to serve its purpose
- Usability. To provide a good user experience through easy navigation and
simplicity.
- Reliability. Providing expected and consistent results.
- Performance. Stable and quick response to workload.
- Supportability. Meeting the intended specifications.
For the rating system, the proponents used the Likert scale with options
ranging from 1 to 5. Where 1 was the lowest and 5 was the highest score
to be used.
3.41-4.20 Satisfactory 4
2.61-3.40 Fair 3
1.51-2.60 Unsatisfactory 2
1.00-1.50 Poor 1
The results were presented using graphs, charts, and tables. The survey questionnaire
consisted of twelve questions that covered functionality, usability, reliability,
performance, and supportability. Below were the legends to be used in the tables.
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Legend:
IN - Interpretation F - Fair
VS - Very Satisfactory US - Unsatisfactory
S - Satisfactory P - Poor
1 5 4 1 0 0 4.40
2 5 4 1 0 0 4.40
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3 5 4 1 0 0 4.80
1 8 2 0 0 0 4.80
2 6 4 0 0 0 4.60
3 8 2 0 0 0 4.80
1 6 4 0 0 0 4.40
2 3 4 3 0 0 4.00
3 3 7 0 0 0 4.30
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Usability: Assessed by considering human factors, overall aesthetics, consistency, and
documentation.
1 5 4 1 0 0 4.40
2 5 4 1 0 0 4.40
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3 5 4 1 0 0 4.40
1 8 2 0 0 0 4.80
2 8 2 0 0 0 4.80
3 8 2 0 0 0 4.80
1 4 4 2 0 0 4.20
2 5 4 1 0 0 4.40
3 5 4 0 0 0 4.50
Reliability: The capability of software to maintain its level of performance under stated
conditions.
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Item Gamers IN I.T. IN Game IN
Developers
1 5 4 1 0 0 4.40
2 5 4 1 0 0 4.40
1 7 3 0 0 0 4.63
2 7 3 0 0 0 4.63
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The table above showed the gamers’ responses to the items under reliability. The average
value was calculated to be 4.38 which was considered very satisfactory.
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Item Very Satisfactory Fair(3) Unsatisfactory Poor Average
Satisfactory (4) (2) (1)
(5)
1 4 5 1 0 0 4.40
2 5 5 0 0 0 4.54
The responses for performance were grouped into three: responses from gamers, I.T.
students, and game developers. Each group held a weighted mean that may or may not be
the same as the other. Each group average was calculated from the summation of the item
divided by the number of items. The total average was calculated from the summation of
the group average divided by the number of groups. A value of 4.40 summed the
performance response for gamers while the values 4.65 and 4.20 summed the responses
of I.T. students and game developers respectively.
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Item Very Satisfactory Fair(3) Unsatisfactory Poor Average
Satisfactory (4) (2) (1)
(5)
1 5 4 1 0 0 4.40
2 5 4 1 0 0 4.40
1 6 4 0 0 0 4.60
2 7 3 0 0 0 4.70
1 3 5 2 0 0 4.10
2 4 5 1 0 0 4.30
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Supportability: The ability to be supported, endurable, and maintainable.
1 5 4 1 0 0 4.40
2 5 4 1 0 0 4.40
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Item Very Satisfactory Fair(3) Unsatisfactory Poor Average
Satisfactory (4) (2) (1)
(5)
1 8 2 0 0 0 4.80
2 8 2 0 0 0 4.80
1 5 5 0 0 0 4.50
2 5 5 0 0 0 4.50
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C. Interpretation of Results
The proponents tallied and tabulated the results of each survey item from the respondents.
All responses were shown using pie charts to clearly show the division of all responses.
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Figure b.2: Functionality Item two summary of the response
Figure b.2 showed all the response items with values greater than zero (0). It showed that
(46.7%) of the total respondents responded with a value of five (5) and (40.0%)
responded with a value of four (4), while (13.3%) answered with a value of 3. From these
values, the weighted mean was calculated as:
((14*5)+(12*4)+(4*3))/30=4.33
Referring to the Likert Scale, the value 4.33 was considered to be very satisfactory. The
majority of the respondents agreed that the website generated the correct information on
champion stats.
Referring to the Likert Scale, the value 4.5 is considered to be very satisfactory. The
majority of the respondents agreed that the website generated the correct information on
players.
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Figure b.4: Usability Item one summary of the response
Figure b.4 showed all the response items with values greater than zero (0). It showed that
(56.7%) of the total respondents responded with a value of five (5) and (33.3%)
responded with a value of four (4), while (10.0%) answered with a value of 3. From these
values, the weighted mean was calculated as:
((17*5)+(10*4)+(3*3))/30=4.46
Referring to the Likert Scale, the value 4.46 was considered to be very satisfactory. The
majority of the respondents agreed that the website was well-organized and pleasing to
the eye.
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Referring to the Likert Scale, the value 4.53 was considered to be very satisfactory. The
majority of the respondents agreed that the website was easy to use and user-friendly.
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responded with a value of four (4), while (3.3%) answered with a value of 3. From these
values, the weighted mean was calculated as:
((16*5)+(12*4)+(2*3))/30=4.46
Referring to the Likert Scale, the value 4.46 was considered to be very satisfactory. The
majority of the respondents agreed that the website was enough to satisfy the expectation
and purpose.
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Figure b.9: Performance Item one summary of the response
Figure b.9 showed all the response items with values greater than zero (0). It showed that
(50.0%) of the total respondents responded with a value of five (5) and (40.0%)
responded with a value of four (4), while (10.0%) answered with a value of 3. From these
values, the weighted mean was calculated as:
((15*5)+(12*4)+(3*3))/30=4.40
Referring to the Likert Scale, the value 4.40 was considered to be very satisfactory. The
majority of the respondents agreed that the website loaded champion details quickly.
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((16*5)+(12*4)+(2*3))/30=4.46
Referring to the Likert Scale, the value 4.46 was considered to be very satisfactory. The
majority of the respondents agreed that the website loaded player details quickly.
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responded with a value of four (4), while (3.3%) answered with a value of 3. From these
values, the weighted mean was calculated as:
((18*5)+(11*4)+(1*3))/30=4.56
Referring to the Likert Scale, the value 4.56 was considered to be very satisfactory. The
majority of the respondents agreed that the website loaded for different devices.
With all the results collected, this dictated that the respondents were satisfied with the
purpose of the study. The proponents in collaboration with the participants had
understood the uses of having a website with the functions that were provided in the
system.
Chapter 4
A. Summary of Findings
Functionality 4.47 VS
Usability 4.51 VS
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Reliability 4.49 VS
Performance 4.43 VS
Supportability 4.56 VS
Table 4.1: Evaluation Summary of all Participants
Based on the previous chapter, the results of the survey were positive on the
groups of respondents. Although the average mean for each category ranged from
4.43 to 4.56. The upper values represented a very satisfactory result based on the
Likert scale. The criteria such as functionality, usability, reliability, and
performance all got a very satisfactory remark.
Total 4.49 VS
Table 4.2: General Summary
The overall rating for the evaluation of the website https://nextmeta.digital/ was shown
above in Table 4.2. The survey had a mean of 4.49 which came from the average rating
from Functionality, Usability, Reliability, and Performance. This rating had a verbal
interpretation of very satisfactory. This means an overall very satisfactory response from
the respondents in terms of the objectives of the project.
B. Conclusion
This chapter summarized the results to confirm the expected results in creating
https://nextmeta.digital/ after conducting a survey on gamers, I.T. students, and
game developers.
The proponents believed that this project was a functional need that gaming
companies can utilize to strengthen their workflow and efficiencies. It will not
only benefit their company but also their consumers who seek better game
balance.
Developing the website was not only intended to fulfill its significance but also to
explore the capabilities of a non-manual game balancing system using past data
gathered from APIs. The automatic game balancing algorithm played a crucial
role in the processing of data that was collected from different APIs. Using the
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FURPS model, the proponents were able to evaluate the effectiveness of the
website to the users. The criteria under the model were functionality, usability,
reliability, performance, and supportability. All of which got a rating of very
satisfactory (>4.20).
Based on the results gathered, it can be concluded that the combination of APIs,
data analytics, and user ratings greatly helped in the completion of this website.
The website functioned properly despite taking an amount of time to study and
develop an API resource-based website during development.
Overall, the proponent’s objectives were satisfied. The proponents were able to
develop a website that analyzes game data, determines strong and weak
champions, and suggests balance changes.
C. Recommendation
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BIBLIOGRAPHY
[2]Richard Moss (2020) “ It’s one of those things that you know when you see it:
This game’s so broken, you think, that everyone’s just spamming the same
strategy all the time and there’s no point even playing anymore unless someone
fixes the balance. ”
[3]Keith Bargun (2021) “ What's the value of balancing your game, and how do
you do it? 100 Rogues developer Keith Burgun tackles the issue of game balance,
bringing to light insights that aren't entirely obvious, and showing where game
balance really counts. ”
[4]Marie Dealessandri (2020) “ In the US, one out of five people are diagnosed
with some mental health condition every year. And one in two people will be
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diagnosed with a mental health issue at some point in their life. ”
[5]Andrew Hughes (2019) “ Are you looking to design a training game for your
company? Serious game development can be challenging. Beware of the
following pitfalls! ”
[7]Austin Wood (2019) ” We've had troubled launches for as long as we've had
online games, but it feels like the conversation around launch issues hasn't really
gone anywhere. ”
[8]Mike Rose (2021) ” It was the real-time collisions and precise timing that
caused the most trouble when implementing online multiplayer, he notes. For a
turn-based game it's easy enough, but when you're talking split-second
movements and reactions, the difficulty level goes way up. ”
[9]John Dave Rossel (2021) “ The devs are still keeping their promise of releasing
an average of two champions per month. They are quite confident that the
game’s balance has been in a great spot despite their limited opportunities to
deploy large-scale balance changes. “
APPENDICES
Mockup Website
HOME
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CHAMPION LIST
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TOP 10 PICKED CHAMPIONS
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OUTPUT
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Scrum Documentation
Scrum Project
Team
Projects
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Sprint Plan
Project#1 - Chap 1
Project#2 - Chap 2
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Test Scripts
QUESTIONNAIRE
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Dota 2 player search is now implemented and operational.
Mobile Legends player search is proven to be impossible due to the lack of API providers
Implementation of the Auto update of API keys is no longer needed since the proponents
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League of Legends skills and attributes changes:
Games like League of Legends, Dota 2, and Mobile Legends have champion revamps
that are requested by the player base. The community will talk about certain changes for
Most community recommendations are biased since people want their favorite champions
to be buffed and their disliked champions to be nerfed. This is the problem our system is
trying to solve. To reduce bias in this widely known community and to have better input
Notice that the changes in skills and attributes are extremely minimal around 10-40%
increase/decrease since a little change in champions in these kinds of complex games can
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have a huge impact on the champion’s performance and usability.
Having our system the community can now visualize possible unbiased revamp
suggestions.
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