PRD: Content Space Balancing
Content space balancing vision
PRD: Content Space Balancing
Status: Draft - future work
Problem
If skills (or dialogue options) are too far in an evaluation space from vectors a player can realistically reach through gameplay, that content becomes unreachable. We need:
- Visibility - Aggregated distance metrics (skills in range, minimum distance, mean distance to nearest
N) - Adjustment - Move content vectors, gating radii, or player capability vectors so content becomes reachable
- Balancing - Understand whole-space effects when one content point changes
Aggregated Metrics (Implemented)
- Skills in range - Count of skills where
d(playerVector, skillVector) <= unlockRadius - Minimum distance to skill - Distance to nearest skill vector
- Mean distance to nearest 5 - Average distance to the five closest skills
- Reachable IDs - Skill IDs currently in range
Balancing Strategies
- Move content closer - Reduce distance from content clusters to typical player trajectories
- Tune unlock radius - Adjust skill reachability without collapsing progression
- Add jump mechanics - Deeds/items/events that project vectors toward otherwise distant content
- Adjust action deltas - Room influence and action deltas so typical paths traverse more useful regions
Future Tooling
- Balance algorithm - Suggest vector shifts or radius changes to reach target coverage
- Trajectory simulation - Run
Nplaythroughs, record player vectors over time, and visualize coverage - Content placement optimizer - Given target "X% reachable by turn Y", suggest
vectorProfile/unlockRadiusupdates
References
- Space Explorer - reachability panel and distance metrics
- Spaces doc - canonical vector/space definitions
- Formulas - unlock rule
d(playerVector, skillVector) <= unlockRadius