Editing 2852: Parameterball

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In this comic, a game called "Parameterball" is proposed, where net size, ball size, and court size are randomized every quarter. There are 4 different instances of [[Megan]] and [[Cueball]] playing this game, each in one corner of the comic, so we can assume all four of these were used within the same game of Parameterball. The different examples provide insight into the absurd games that may be played in Parameterball, depending on how mismatched the racket, court, and ball size are.
 
In this comic, a game called "Parameterball" is proposed, where net size, ball size, and court size are randomized every quarter. There are 4 different instances of [[Megan]] and [[Cueball]] playing this game, each in one corner of the comic, so we can assume all four of these were used within the same game of Parameterball. The different examples provide insight into the absurd games that may be played in Parameterball, depending on how mismatched the racket, court, and ball size are.
 
Such kind of parameterization is typical in designing video games. Typically, the main premise of the game is written in code with several parameters added to the logic to fine-tune the feel and balance of the game by trying different values. In this case, the main premise of the game is hitting a projectile back to the opponent, as noted above, while the parameters are the size and height of the court, ball, and net. The comic, in its extreme absurdity of parameter range and selection, illustrates the wide range of possible games by tuning a few parameters. Some video games similarly also provide alternate modes that provide a minor tweak in parameters to provide a different feeling game. Video game designers often talk about the arduous process of selecting the ideal parameters to tune the game exactly so the game is fun and challenging to play. Here, the aspect of playing random variations of the parameters itself is part of the game, rather than playing a finely-tuned set of parameters by someone else perfected for enjoyment.
 
  
 
The title text mentions that the ball's density is also randomized, and refers to instances where the net size, ball size, and court size were similar to that of a Ping-pong match, but with a ball as dense as a {{w|Bowling ball|bowling ball}}, which not only led to equipment damage, but does so regularly. Despite this, the participants ''do not'' learn the density until ''after'' their racket is chosen, meaning that they have no way of determining whether the racket they chose is durable enough until it's already too late. (Conversely, choosing an excessively robust item could be a bad decision when trying to play with a light ball, as it would be detrimental in reacting against rapid volleys by a more aptly-equipped opponent.)
 
The title text mentions that the ball's density is also randomized, and refers to instances where the net size, ball size, and court size were similar to that of a Ping-pong match, but with a ball as dense as a {{w|Bowling ball|bowling ball}}, which not only led to equipment damage, but does so regularly. Despite this, the participants ''do not'' learn the density until ''after'' their racket is chosen, meaning that they have no way of determining whether the racket they chose is durable enough until it's already too late. (Conversely, choosing an excessively robust item could be a bad decision when trying to play with a light ball, as it would be detrimental in reacting against rapid volleys by a more aptly-equipped opponent.)

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