The use of game theory is examined for supporting the design of gameplay within the different sections of a computer game and its application in practice via adapted high-level decision trees for modeling the flow in gameplay and payoff matrices for modeling skill or challenge levels is demonstrated.
Designing and developing computer games can be a complex activity that may involve professionals from a variety of disciplines. In this article, we examine the use of game theory for supporting the design of gameplay within the different sections of a computer game and demonstrate its application in practice via adapted high-level decision trees for modeling the flow in gameplay and payoff matrices for modeling skill or challenge levels.