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Wikipedia

Game balance

Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience.[1]

Overview and development edit

Game balance is generally understood as introducing a level of fairness for the players. This includes adjusting difficulty, win-loss conditions, game states, economy balancing, and so on to work in tandem with each other. The concept of game balance depends on the game genre. Most game designers agree that game balancing serves towards providing an engaging player experience, especially through a meta.

Game balance is commonly discussed among game designers, some of whom include Ernest Adams,[2] Jeannie Novak,[3] Ian Schreiber,[4] David Sirlin,[5] and Jesse Schell.[6] The topic is also featured in many YouTube channels specializing in game design topics, including Extra Credits,[7] GMTK[8] and Adam Millard.[9]

Terms specific to game balance edit

PvP, PvE and Co-Op Games edit

Player versus player (PvP) describes games that feature a competition between players. PvE is an acronym for player versus environment, where players instead compete with the environment and non-player characters (NPCs).

Co-op is short for "cooperative" and refers to PvE and PvP games where you can work with other players.

Game elements edit

Game elements are things that appear within a video game that contribute to the gameplay experience. In most game design frameworks, game elements are categorized into groups to help describe their roles in the games. A game element refers to anything ranging from a player's special ability to the relations between different game mechanics in a game.

Game mechanics edit

Game mechanics are constructs that let the player interact with the game world. They define the goal, how players can achieve them and how they cannot, and what happens when they try.[6] These would include challenges, competitive or cooperative gameplay, win-loss conditions and states, feedback loops, and how they relate to one another. Like game balance, the terminology behind game mechanics can vary depending on the designer or the resource's author.

Buffs and nerfs edit

Buffs are changes to a game which increase the utility of game elements, items, environments, mechanics and so on, while nerfs are changes that decrease the utility of said game elements and alike. Buffs and nerfs are common methods for adjusting the challenge for the player. Both can be achieved indirectly by changing other elements and mechanics or introducing new ones.[8] Both terms can also be used as verbs for the act of making such a change. The first established use of the term "nerf" was in Ultima Online, as a reference to the Nerf brand of toys due to their soft toy bullets.[10][11] However, there is no concrete evidence to show where the term "buff" came from. It has been perceived that the term came from bodybuilding culture, where it is a slang term which refers to an individual's large musculature as a result of strength-based exercises.

The most popular use of these terms is found in most MMORPGs, where game designers use buffs and nerfs to maintain game balance shortly after introducing a new feature that may cause significant changes to the game's mechanics. This is sometimes due to a method of using or acquiring the object that was not considered by the developers.[10][12] The frequency and scale of nerfing vary widely from game to game, but almost all MMOs have engaged in nerfing at some point.[12]

Nerfs in various online games, such as Anarchy Online, have spurred in-world protests.[11] Since many items in virtual worlds are sold or traded among players, a nerf may have an outsized impact on the virtual economy. As players respond, the nerf may cause prices to fluctuate before settling down in a different equilibrium. This impact on the economy, along with the original impact of the nerf, can cause large player resentment for even a small change.[11][12] In particular, in the case of items or abilities which have been nerfed, players can become upset over the perceived wasted efforts in obtaining the now nerfed features.[11][12] For games where avatars and items represent significant economic value, this may bring up legal issues over the lost value.[13]

Overpowered and underpowered edit

The terms “overpowered” (OP) and “underpowered” (UP) are used on game elements and mechanics that are too good or bad to describe a lack of game balance. More precisely, if a game element is too strong even with the highest possible cost, it is overpowered. If it is too weak even with the lowest possible cost, it is underpowered. On the other hand, a game element might simply be too expensive or not expensive enough for the benefit it provides.[4]

Colloquially, overpowered is often used when describing a specific class in an RPG, a specific faction in strategic games, or a specific tactic, ability, weapon or unit in various games. For something to be deemed overpowered, it is either the best choice in a disproportionate number of situations (marginalizing other choices) and/or excessively hard to counter by the opponent compared to the effort required to use it.

Underpowered often refers to when describing a specific class in an RPG, a specific faction in strategic games, or a specific tactic, ability, weapon or unit in various games as far weaker than average, resulting in it being always one of the worst options to pick in most situations. In such way, it is often marginalized by other choices because it's inherently weaker than similar options or it's much more easily countered by opponents.

Gimp edit

A gimp is a character, character class or character ability that is underpowered in the context of the game (e.g. a close range warrior class equipping a full healing boosting armor set, despite having no healing abilities). Gimped characters lack effectiveness compared to other characters at a similar level of experience. A player may gimp a character by assigning skills and abilities that are inappropriate for the character class, or by developing the character inefficiently.[14] However, this is not always the case, as some characters are purposely "gimped" by the game's developers in order to provide an incentive for raising their level, or to give the player an early head-start. An example of this is Final Fantasy's Mystic Knight class, which starts out weak, but is able to become the most powerful class if brought to a very high level. Gimps may also be accidental on the part of the developer, and may require a software patch to balance.

Sometimes, especially in MMORPGs, gimp is used as a synonym for nerf to describe a rule modification that weakens the affected target. Unlike the connotatively neutral term nerf,[citation needed] gimp in this usage often implies that the rule change unfairly disadvantages the target.

Revamp edit

A revamp (or rework) is a significant change to a game that is designed to improve (or balance out) the game's overall quality. This can include changes to the game's mechanics, art style, storyline, or any other aspect of the game. Revamps are often done in response to player feedback or to address problems that have been identified with the game. They can also be done simply to refresh the game and keep it feeling fresh for players.

Revamps can happen at any time during a game's development or after its release. The difference between a revamp and a remaster is that a remaster is simply an updated version of the game with better graphics and maybe some new content, while a revamp is a completely new game built on the foundation of the original.[15]

Revamps may be optional and may happen if something is not properly nerfed.

Essential concepts of balancing edit

Chance edit

 
Dice add an element of chance to a game.

While the optimal ratio between skill and chance are dependent on the target group,[6][4] the outcome should be more influenced by skill.[2][16][3] Chance and skill are viewed as partial opposites.[17] Chance allows a weaker player to beat a stronger one.[4] Generally, it is advised to favor many small random elements with little influence over a few with large effects to make results, that differ highly from average, less likely. The player should also receive a certain degree of information and control over random elements.[2]

Difficulty edit

Difficulty is especially important for PvE-games,[2] but has at least some significance for PvP-games regarding the usability of game elements.[17] The perception of the difficulty depends on mechanics and numbers, but also on the players abilities and expectations.[2] The ideal difficulty therefore depends on individual player and should put the player in a state of flow.[6][4] Consequently, for the development, it can be useful or even necessary to focus on a certain target group. Difficulty should increase throughout the game since players get better and usually unlock more power.[2][6][4] Achieving all those goals is problematic since, among other things, skill cannot be measured objectively[4] and testers also get continuously better.[18] In any case, difficulty should be adjustable for or by the player in some way.[2][16][3][4]

Dynamic and static balance edit

Game balance can be divided into a dynamic and a static component. Static balance is mostly concerned with a game's rules and elements, everything, that is set before a game or match starts. An example would be like player health and ammo left. Dynamic balance conversely describes the balance between players, environment and computer opponents and how it changes throughout the game. An example would be moving objects in a game environment[16][3]

Economies edit

Within a game, everything that has an owner or is provided to a player can be called a resource. This includes commodities, units, tokens, but also information or time, for example. Those resource systems are similar to real economies, especially in regards to trading resources.[3][4] There are some distinctions for video games though: There are open economies, that receive additional resources, but also closed ones that do not. Additionally, economies might provide indefinite resources, or all players have to share a set amount instead.[4] Especially for online games, it therefore is important to design economies to make them “fun” and sustainable.[6]

Fairness edit

A game is fair if all players have roughly the same chance of winning at the start independent of which offered options they choose. This makes fairness especially important for PvP games.[2][19][5] Fairness also means, even for PvE games, that the player never feels like the opponents were unbeatable.[6]

Early appearances of the term “fairness” edit

Any good computer game must be totally fair. It must be possible for the player to reach the objective and win. This is not to say the game cannot be complicated or random or appear unfair.

— Tim Barry of InfoWorld, 1981[20]

An important trait of any game is the illusion of winnability. If a game is to provide a continuing challenge to players, it must also provide a continuing motivation to play. The game must appear to be winnable to all players, beginners and experts, but it must never truly be winnable or it will lose its appeal.

— Chris Crawford, 1982[21]

Dani Bunten was once asked how to play-balance a game. Her one word answer was "Cheat." Asked what to do if gamers complained, she said, "Lie!"

— Johnny L. Wilson of Computer Gaming World, 1994[22]

Chris Crawford wrote in 1982 of the importance of a game's "illusion of winnability"; Pac-Man is popular because it "appears winnable to most players, yet is never quite winnable".[21] When defeated "the player must perceive", Computer Gaming World wrote in 1984, "that failure was the player's fault (not the game's) but can be corrected by playing better the next time".[23] The illusion of winnability, Crawford said, "is very difficult to maintain. Some games maintain it for the expert but never achieve it for the beginner; these games intimidate all but the most determined players", citing Tempest as an example.[21]

A fair game is winnable but, InfoWorld stated in 1981, can be "complicated or random or appear unfair".[20] Fairness does not necessarily mean that a game is balanced. This is particularly true of action games: Jaime Griesemer, design lead at Bungie, states that "every fight in Halo is unfair".[24] This potential for unfairness creates uncertainty, leading to the tension and excitement that action games seek to deliver.[25][26][27] In these cases balancing is instead the management of unfair scenarios, with the ultimate goal of ensuring that all of the strategies which the game intends to support are viable.[24] The extent to which those strategies are equal to one another defines the character of the game in question.

Simulation games can be balanced unfairly in order to be true to life. A wargame may cast the player into the role of a general who was defeated by an overwhelming force, and it is common for the abilities of teams in sports games to mirror those of the real-world teams they represent regardless of the implications for players who pick them.

Player perception can also affect the appearance of fairness. Sid Meier stated that he omitted multiplayer alliances in Civilization because he found that the computer was almost as good as humans in exploiting them, which caused players to think that the computer was cheating.[28]

Meaningful decisions edit

Meaningful decisions are decisions whose alternatives are neither without any effect nor is one alternative clearly the best. This would make, for example, choosing between the numbers of a dice meaningless if 6 always gives the greatest benefit. This example is a dominant strategy, the most damaging type of meaningless decision, since it doesn't leave a reason to choose any alternative. Meaningful decisions consequently are a central part of the interactive medium games.[6][29] Meaningless decisions, also called trivial decisions, do not add anything desirable to a game.[16][3] They might actually harm the game by unnecessarily making it more complex.[5] Additionally, a higher number of meaningful decisions can also make a game just more complex. Offered decisions should always be meaningful though. However, for the balancing irrelevant decisions might still influence the players experience, e.g. a decision between cosmetic alternatives like skins.

Strategies edit

Strategies are specific combinations of actions to achieve a certain goal.[19] Classic examples for this are a rush or focusing on economy in a real-time strategy game. Not only elementary decisions within a strategy, e.g. between game elements, also the decision between strategies should remain meaningful.

Dominant strategies edit

A dominant strategy is a strategy that is always the most likely to lead to success, making it objectively the best strategy. This therefore renders all related decisions meaningless. Even if a strategy does not always win, but clearly is the best, it can be called (almost) dominant. Dominant strategies damage games and should strongly be avoided when possible.[16] However, there is no objective border when a slightly better strategy becomes dominant.

Metagame edit

Metagame describes a game around the actual game,[7] including discussions, like in forums, interactions between players, e.g. on local tournaments, but also the influence of extrinsic factors like finances.[4] The “Meta”, as it is also called, can act as a self-balancing force, since counters to popular strategies become widely known and lead to players changing their play behavior appropriately. This self-balancing force should not prevent developers from intervening in extreme cases of imbalance though.[8]

Positive and negative feedback edit

Positive and negative feedback, also called positive and negative feedback loop, essentially describes game mechanics that reward or punish playing (usually well or bad) with power or the loss of it. Therefore, success leads to more power within a positive loop and therefore accelerates progress further, while a negative loop decreases power or adds additional costs to it.[2][3][4] Feedback loops should be implemented carefully to only target the correct player, or otherwise they might determine the outcome too early or achieve nothing but simply delay the end of the game.[2][16][3][4]

Many games become more challenging if the player is successful. For instance, real-time strategy games often feature "upkeep", a resource tax that scales with the number of units under a player's control. Team games which challenge players to invade their opponents' territory (football, capture the flag) have a negative feedback loop by default: the further a player pushes, the more opponents they are likely to face.

Many games also feature positive feedback loops – where success (for example capturing an enemy territory) leads to greater resources or capabilities, and hence greater scope for further successes (for example further conquests or economic investments). The overall dynamic balance of the game will depend on the comparative strength of positive and negative feedback processes, and therefore decreasing the power of positive feedback processes has the same effect as introducing negative feedback processes. Positive feedback processes may be limited by making capabilities some concave function of a measure of raw success. For example:

  1. In RPG (role-playing games) using a level structure, the level attained is usually a concave transformation of experience points – as the character becomes more proficient, they can defeat more powerful adversaries, and hence can earn more experience points in a given period of playtime – but conversely more experience points are required to 'level up'. In this case, the players level and perhaps also power does not improve exponentially, but approximately linearly in playing time.
  2. In many military strategy games, the conquest of new territory only gives a marginal increase in power – for example the 'home province' may be exceptionally productive, whereas new territories open to acquisition might only have by comparison slight resources, or may be prone to revolts or public order penalties which reduce their ability to provide significant net resources, after resources are allocated to adequately suppressing revolts. In this case, a player with initially impressive successes may become 'overextended' attempting to hold may regions which provide only marginal increases in resources.
  3. In many games there is little or no advantage in acquiring a large horde of some particular item. For example, having a large and varied cache of equipment or weapons is an advantage, but only weakly over a somewhat smaller horde with a similar degree of diversity – for example only one weapon can be used at a time, and having another in an inventory with very similar capabilities offers only marginal gain. In more general terms, capabilities may depend on some bottleneck where there is no or only weak positive feedback.

Strongly net negative feedback loops can lead to frequent ties. Conversely, if there is on net a strong positive feedback loop, early successes can multiply very rapidly, leading to the player eventually attaining a commanding position from which losing is almost impossible. See also dynamic game difficulty balancing.

Power and costs edit

Power is everything that provides an advantage, while costs are essentially everything that is a disadvantage. Therefore, power and costs can be viewed as positive and negative values of the same scale. This allows calculations with both of them at the same time. Sometimes, it is only a matter of perspective if something is an advantage or a disadvantage: Is it a benefit to have bonus damage against dragons? Or is it a drawback not to receive it against other targets? A crucial part of game balancing consists in relating power and costs to each other and find a suitable relation in the first place, e.g. a power curve. In addition to that, costs might not be explicitly quantified: Spending gold on something from any finite amount limits future purchases. Also, certain investments might have prerequisites before they even become available. Sometimes, a game does not even show disadvantages. All of this can be referred to as shadow costs.[4]

Rewards edit

Every player desires rewards, e.g. new game content or a simple compliment. Rewards should get bigger as the playtime increases.[6] They give a player the feeling of doing something right and can enhance progress.[4] A little bit of uncertainty about rewards makes them more desirable for many players.[6][4]

Solvability edit

Colloquially speaking, solving a game refers to winning it or reaching its end. Ian Schreiber calls a game solvable if, for every situation, there is a recognizable best action.[4] Generally, it is undesirable if a game can easily be solved, since this makes decisions meaningless, and games become boring faster.[4][5]

There are multiple tiers of solvability: A game might be trivial to solve, but it might also be solvable only in theory with a lot of computing effort. Even games with random elements are solvable since a best action can be found using expected values. Besides high complexity, hidden information and the influence of other human players are what makes it impossible for a human to completely solve a game.[4]

Symmetry and asymmetry edit

Symmetric games offer all players identical starting conditions and are therefore automatically fair in the above stated sense.[2][19][6][4][17] While they are easier to balance,[17][8] they still must be balanced, e.g. regarding their game elements.[4][29] Most modern games are asymmetric though, while the grade of asymmetry can vary greatly.[5] Fairness becomes even more important for those.[5]

Giving each player identical resources is the simplest game balancing technique. Most competitive games feature some level of symmetry; some (such as Pong) are completely symmetric, but those in which players alternate turns (such as chess) can never achieve total symmetry as one player will always have a first-move advantage or disadvantage.

Symmetry is unappealing in games because both sides can and will use any effective strategy simultaneously, or success depends on a very small advantage such as one pawn in chess. An alternative is to offer symmetry with restrictions. Players in Wizard's Quest and Catan have the same number of territories, but choose them in alternating order; the differing combination of territories causes asymmetry.

Symmetry can be undone by human psychology; the advantage of players wearing red over players wearing blue is a well-documented example of this.[30]

Systems and subsystems edit

In general, games can be viewed as systems of numbers and relations that typically consist of multiple subsystems. All numbers within a game only have a meaning in their given context. Subsystems can be dealt with separately and they might even have different balancing goals, but they also influence each other more or less.[18][4] It is therefore crucial to consider how changes can affect the balance as a whole.[9]

Transitivity and intransitivity edit

(In-)transitivity is a term used for logical relations. In games, this usually refers to relations between game elements, e.g. between the element A, B and C: In case of transitivity given A beats B and B beats C, A beats C. This means that A is the best element of those three. A transitive relation is especially useful as rewards for the player to receive more and more useful game elements.[2][16][3]

In case of intransitivity given A beats B and B beats C, A does not automatically beat C. On the contrary, it might even be the case that C beats A, like in rock-paper-scissors. Intransitive relations can be assessed within the properties of game elements instead of just defining the outcome. This helps to create variety and prevent dominant strategies.[2][16][3][4]

Balancing process edit

Balancing always includes changing quantifiable values and relations between them, directly or indirectly; this is done as an iterative process and partially dependent on the genre,[6] during development and also afterwards (e.g. by rule changes, addons or software-updates). However, it cannot be completely solved by algorithms since aesthetics are also important[6] and a perfect balance might actually achieve the opposite of fun.[17] Ideally, simple rules deliver complex results.[6] This is also referred to as “emergence”.[16]

Firstly, a balanced basis should be created,[16][18] so most later work consists in merely changing numbers[18] and introducing new content becomes much easier.[29] This makes it important for a designer to adjust numbers easily[18] and they should always know how changes affect the overall system.[6] Sight of the bigger picture should never be lost[6] to create a positive experience for the player.[31]

Extremely powerful game elements[31] and dominant strategies[6] are dangerous to the latter goal and should therefore be identified and corrected. Game elements that provide a highly situational use but have a fixed cost value, that is comparable to less situational elements, are particularly difficult to balance.[4] Another priority is providing multiple viable options. Generally, players react better to buffing something than nerfing it.[5] It is possible, however, to achieve those indirectly by changing another part of the system, since most content, if not everything is connected and related to each other.[9]

Goals of balancing edit

The highest goal of balancing is always preserving or increasing the fun or engagement. This, however, can highly depend on the individual game and its audience[16] and might even consist in great imbalance[19] or turn into the opposite of fun: Especially in games with in game purchases or in-game advertising, the developer or publisher has an interest to monetize the game, even if it is detrimental to the fun. Such games may frequently interrupt the experience with advertisements or provide low chances (e.g. in loot boxes) to intentionally frustrate the player but keep engagement high to encourage spending money to skip frustrating parts. Otherwise, the player may face huge disadvantages (imbalances) even against other paying players.

In general, though, there is a consensus that huge imbalances are bad for a game, even if the game still is fun to play[29] – a better balance would make it even more fun. Opinions on exactly what should be balanced, how well-balanced a game should ideally be and even if perfect balance is achievable or even a good thing vary. In some cases, it is even stated that a slight imbalance is actually beneficial.

A crucial goal of balancing a is preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers. An unbalanced system represents wasted development resources at the very least, and at worst can undermine the game's entire ruleset by making important roles or tasks impossible to perform.[25]

One balancing approach is to set strategies as the goal, so all offered strategies have roughly equal chances of success. Strategies can only be affected by changing underlying game elements, but the balance between game elements is not the focus here. Strategies should offer a deep gaming experience.[19]

The balance can depend on player skill.[19][4] Therefore, one level of skill should be chosen as the goal of all development efforts. This might be professional or casual players, for example. On all other levels, that do not fit the prime audience, more imbalances can be accepted.[19]

Preserving strategies and game elements from becoming irrelevant also is emphasized: Every given option should have at least some use and should be viable.[5] To achieve this, strategies and game elements should be compared within all contexts they compete in, e.g. combat or resource investments.[29] Extremely powerful (“broken”) strategies and elements are viewed as especially damaging since they devalue all their competitors.[31]

Beyond all of that, there is an argument for some imbalances within a game, since that constantly encourages players to find new solution, e.g. by interacting in the metagame. This especially applies to frequently updated games. On the opposite end, (nearly) perfectly balanced games would result in mere execution of proven strategies, with only top players being able to create new successful strategies.[7] Also, giving all game elements the exact same amount of power would make all decisions meaningless, since everything is equally powerful anyway.[31]

Another approach emphasizes that balance between game elements, strategies and actions is not the most important factor, but providing counters against any situation that may arise. This always allows players to find them together and they never face unsolvable problems.[9]

At least, there is the idea to include players in the balancing regarding their skills and other prerequisites. Matchmaking and handicaps can help achieving that. This might also decrease the influence of imbalance since players are more equally matched.[17] In addition to that, the players’ perception of balance should be considered: Player behavior can affect success rates of strategies and game elements. Therefore, all changes should be communicated accordingly.[8]

Characteristics of a well-balanced game edit

Despite not all goals of balancing are clear, many characteristics of well-balanced games are usually not disagreed on: Decisions should be meaningful.[2] The player should still have a chance to win in most situations and no stalemates should arise, in which nobody can win or lose.[2] Leading player or computer controlled opponents should never get an irretrievable advantage until they almost won.[2] Early mistakes and chance should not make a game unwinnable.[16][3] Also, the game should provide the player with enough information and control to avoid those errors, so the player always feels responsible for his or her actions.[16]

Measuring the state of balance is another matter though, since it requires interpretation of data. Sheer win rates of strategies or game elements do not have a great significance without considering other factors like player skill and pick rates. Making correct conclusions is therefore crucial to find causes for imbalance.[17][8]

Methods and tools edit

The following paragraphs present a collection of tools and methods used to balance a game or to measure its state. Not mathematical perfection, but fun, engagement or a mix of both is the main goal and human evaluation still is the only known measurement for successfully achieving those, especially fun. Also, balancing is an intricate process and typically needs many iterations.

Aesthetics and narration edit

The visual impression of a game should not contradict with its balancing. On the contrary: Especially real models, e.g. historic facts, can serve as inspiration for mechanics, counters, orthogonal unit differences or intransitive relations.

Balancing strategies edit

One approach is to move the balancing goal to strategies instead of game elements. Strategies typically include multiple elements and decisions. This makes sure that all game elements have at least some use and decisions stay meaningful. Also, seemingly fine game elements might become too powerful only in certain combinations. A difficulty of this is though that strategies can only be influenced by changing the game elements and mechanics they include.[19]

Ban edit

Banning certain game elements or strategies is a way to remove dominant strategies from otherwise well-balanced games, especially in the competitive sector. This should be avoided when possible, however.[5]

Central resource edit

A chosen value, this may be an attribute of a game elements, costs or an additionally calculated value like power, can be nominated as a benchmark for all other values. Every change of one of them means another one must change as well. It can affect the central resource but also any other value to still fit the same budget.

Counter edit

There should be a counter to every action, game element strategy that beats those in a direct competition.[9][8] This does not only make dominant strategies unlikelier to develop, it also allows players to find new solutions for current challenges.[7][8] Ideally, a counter relation is assessed within properties of game elements rather than simply defined.[8] Also, decisions that are made at the beginning of a game that cannot be revised by the player should not determine the outcome right away.

Difficulty level edit

 
Some games offer the player a choice of difficulty level before play begins.

Video games often allow players to influence their balance by offering a choice of "difficulty levels".[32] These affect how challenging the game is to play, and usually run on a general scale of "easy", "medium", and "hard". Sometimes, the difficulty is set once for the entirety of a game, while in other games it can be changed freely at any point. Modern games, e.g. Horizon Zero Dawn, may also feature a difficulty setting called “Story” for players who want to focus on the narrative rather than interactive parts like combat. There are also other terms. The Last of Us, for example, offers two settings above “hard”, called “survivor” and “grounded”.

In addition to altering the game's rules, difficulty levels can be used to alter what content is presented to the player. This usually takes the form of adding or removing challenging locations or events, but some games also change their narrative to reward players who play them on higher difficulty levels or end early as punishment for playing on easy. Difficulty selection is not always presented bluntly, particularly in competitive games where all players are affected equally, and the standard "easy/hard" terminology no longer applies. Sometimes veiled language is used (Mario Kart offers "CC select"), while at other times there may be an array of granular settings instead of an overarching difficulty option. An alternative approach to difficulty levels is catering to players of all abilities at the same time, a technique that has been called "subjective difficulty".[33] This requires a game to provide multiple solutions or routes, each offering challenges appropriate to players of different skill levels (Super Mario Galaxy, Sonic Generations).

Feedback edit

While tester feedback is important when developing and updating a game, there are certain things to be kept in mind: Skill and the ability to explain do not necessarily correlate with each other. There are typically more players than developers, so they are better at solving it.[5] Additionally, new testers should be added from time to time since practice effects emerge.[18]

Gamemaster edit

 
A game being moderated by a human gamemaster (right)

A game can be balanced dynamically by a gamemaster who observes players and adjusts the game in response to their actions, emotional state, etc., or even proactively changes the direction of the game to create certain experiences.

Although gamemasters have historically been humans, some videogames now feature artificial intelligence (AI) systems that perform a similar role by monitoring player ability and inferring emotional state from input.[27] Such systems are often referred to as having dynamic difficulty. One notable example is Left 4 Dead and its sequel Left 4 Dead 2, cooperative games that have the players fight through hordes of zombie-like creatures including unique creatures with special abilities. Both games use an AI Director which not only generates random events but tries to create tension and fear by spawning-in creatures to specific rule sets based on how players are progressing, specifically penalizing players through more difficult challenges for not working together.[27] Research into biofeedback peripherals is set to greatly improve the accuracy of such systems.[34]

Game theory edit

Game theory focuses more on theoretical modeling of competing players and their decision making and therefore is only for limited use in game design. However, it does offer knowledge and tools like a Net Payoff Matrix that can be helpful to measure power and understand player reasoning.[16]

Handicaps edit

Handicaps may create a competitive situation between players of different skill level, but they might also go too far and render skill irrelevant.[17] Handicaps are disadvantages that sometimes are deliberately self-inflicted.

Intuition edit

Games can be complex systems. Since development resources are limited, relying on intuition can sometimes be useful or even necessary. The designer should always keep in mind how changes affect other parts of the game and guesses should always rely on evidence or proof.

Matchmaking and ranking edit

An approach to avoid some balancing problems all together is ranking players depending on their skill. Ideally, the ranking system predicts the outcome almost perfectly and every player (in a PvP game) has roughly the same win rate, even considering factors that lie outside the game, like the gaming device. In any case, good match making benefits a game greatly, since, for example, newbies are not matched against experienced players who leave them with no chance of winning and the challenge of stronger opponents rises together with each player's skills.[17]

Observation edit

Some obvious problems become clear through sheer observation of the game and player behavior. This includes mathematical superiority of game elements or strategies but also extremely high or low usage of those. In any case, statistics do not necessarily represent causalities and that there are typically multiple factors.

Orthogonal unit differences edit

Orthogonal unit differences describes properties of game elements that cannot be compared by inherent numbers. Ideally, every game element has at least one unique trait. This also helps creating intransitivity and counters.[2]

Pacing edit

Player versus environment games are usually balanced to tread the fine line of regularly challenging players' abilities without ever producing insurmountable or unfair obstacles.[27] This turns balancing into the management of dramatic structure,[26] generally referred to by game designers as "pacing". Pacing is also a consideration in competitive games, but the autonomy of players makes it harder to control.

Power curve edit

A power curve (also: cost curve[4]) is a relation that reflects the ratio between power and costs.[7][31] It is especially useful when dealing with multiple game elements that provide varying benefits depending on different values of the same cost, e.g. when using a central resource. While a power curve always shows an order, it does not necessarily represent exact relations, depending on the level of measurement.[5]

Randomization edit

Randomization of starting conditions is a technique common in board games, card games, and also experimental research,[35] which fights back against the human tendency to optimize patterns in one's favor.[24]

The downside of randomization is that it takes control away from the player, potentially leading to frustration. Methods of overcoming this include giving the player a selection of random results within which they can optimize (Scrabble, Magic: The Gathering) and making each game session short enough to encourage multiple attempts in one play session (Klondike, Strange Adventures in Infinite Space).

Statistical analysis edit

Statistics can help collecting empiric data of player behavior, success rates, etc., to identify unbalanced areas and make corrections.[36] Ideally, a game gathers this data automatically. Statistics can only support a designers‘ abilities and intuition and are therefore only one part of making design decisions, together with, for example, tester- or user feedback.[4] Statistics and their interpretation should also consider factors like skill and pick-rates.[8]

Tier list edit

A tier list orders game elements according to their power in multiple categories. This ranking can be achieved using feedback, empiric data or subjective impressions.[17] While the number and names of tiers can vary, a list typically goes from “god tier” through multiple tiers in between to “garbage tier”. While balancing, all elements within the god tier should be nerfed first. Too powerful elements make many other elements worse if not useless. After this, all elements within the garbage tier should be buffed until they are no longer useless. In the end, the power differences between all other tiers can be adjusted until a satisfying state is reached.[5] A tier list is especially useful when working with game elements that have exactly the same cost, e.g. characters in a Fighting game.

See also edit

References edit

  1. ^ Becker, Alexander; Görlich, Daniel (2020-04-21). "What is Game Balancing? - An Examination of Concepts". ParadigmPlus. 1 (1): 22–41. doi:10.55969/paradigmplus.v1n1a2. ISSN 2711-4627. S2CID 225925467.
  2. ^ a b c d e f g h i j k l m n o p q Ernest Adams: Fundamentals of game design. 3rd ed. Berkeley, California: New Riders, 2013, http://proquest.tech.safaribooksonline.de/9780133435726. Retrieved 2020-07-14.
  3. ^ a b c d e f g h i j k Jeannie Novak: Game development essentials. An introduction. 3rd edn., Melbourne: Delmar Cengage Learning (Media arts & design), 2011.
  4. ^ a b c d e f g h i j k l m n o p q r s t u v w x y z aa Ian Schreiber: Game Balance Concepts. A continued experiment in game design and teaching, 2010, http://gamebalanceconcepts.wordpress.com. Retrieved 2020-07-14.
  5. ^ a b c d e f g h i j k l David Sirlin: Balancing Multiplayer Games, 2014. http://www.sirlin.net/articles/balancing-multiplayer-games-part-1-definitions. Retrieved 2020-07-14.
  6. ^ a b c d e f g h i j k l m n o p q Jesse Schell: The art of game design. A book of lenses. 2nd edn. Boca Raton, Florida: CRC Press/Taylor & Francis Group, 2015.
  7. ^ a b c d e Perfect Imbalance - Why Unbalanced Design Creates Balanced Play - Extra Credits, retrieved 2024-03-01
  8. ^ a b c d e f g h i j How Games Get Balanced, retrieved 2024-03-01
  9. ^ a b c d e Why Are Games So Hard To Balance?, retrieved 2024-03-01
  10. ^ a b "Nerfing". Raph's Website. 2014-04-02. Retrieved 2024-03-01.
  11. ^ a b c d Schiesel, Seth. "In a Multiplayer Universe, Gods Bow to the Masses". query.nytimes.com. Retrieved 2024-03-01.
  12. ^ a b c d Timothy Burke: Rubicite Breastplate Priced to Move, Cheap: How Virtual Economies Become Real Simulations, 2002. P. 1 – 3. http://www.swarthmore.edu/SocSci/tburke1/Rubicite%20Breastplate.pdf. Retrieved 2020-07-14.
  13. ^ Westbrook, Theodore J. (2006). "Owned: Finding a Place for Virtual World Property Rights". Michigan State Law Review. 2006: 779.
  14. ^ . 2007-08-23. Archived from the original on 2007-08-23. Retrieved 2024-03-01.
  15. ^ "Original vs. Remastered vs. Revamped – RCL Blogs". sites.psu.edu. Retrieved 2022-04-07.
  16. ^ a b c d e f g h i j k l m n Andrew Rollings und Ernest Adams: Andrew Rollings and Ernest Adams on game design. 1st edn. Indianapolis, Ind: New Riders, 2003, http://proquest.tech.safaribooksonline.de/1592730019. Retrieved 2020-07-14.
  17. ^ a b c d e f g h i j PAX South 2018 -- Balance in Game Design, retrieved 2024-03-01
  18. ^ a b c d e f Richard Rouse und S. Ogden: Game design. Theory & practice. 2nd edn. Plano, Texas: Wordware Publ (Wordware game developer's library), 2004.
  19. ^ a b c d e f g h Tynan Sylvester: Designing games: A Guide to Engineering Experiences. Sebastopol, California: O'Reilly, 2013.
  20. ^ a b InfoWorld. InfoWorld Media Group, Inc. 1981-05-11.
  21. ^ a b c Chris Crawford: Design Techniques and Ideas for Computer Games, 1982. In Byte Magazine Volume 7 Number 12, p. 96, archived under https://archive.org/stream/byte-magazine-1982-12/1982_12_BYTE_07-12_Game_Plan_1982#page/n97/mode/2up. Retrieved 2020-07-14.
  22. ^ Johnny L. Wilson: Mea Culpas and Culpability, 1994. In Computer Gaming World, p. 8, available under http://www.cgwmuseum.org/galleries/index.php?year=1994&pub=2&id=115. Retrieved 2020-07-14.
  23. ^ Stone, David; Stone, Diana (February 1984). "They Call it Murder, Baby!". Computer Gaming World. pp. 12–13. Retrieved 2023-11-12.
  24. ^ a b c "Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3". www.gdcvault.com. Retrieved 2024-03-01.
  25. ^ a b . 2009-03-12. Archived from the original on 2009-03-12. Retrieved 2024-03-01.
  26. ^ a b "The Game Design of STARCRAFT II: Designing an E-Sport". www.gdcvault.com. Retrieved 2024-03-01.
  27. ^ a b c d Michael Booth: The AI Systems of Left 4 Dead, 2009. https://steamcdn-a.akamaihd.net/apps/valve/2009/ai_systems_of_l4d_mike_booth.pdf. Retrieved 2020-07-14.
  28. ^ "CGW Museum - Galleries". www.cgwmuseum.org. Retrieved 2024-03-01.
  29. ^ a b c d e Keith Burgun: Understanding Balance in Video Games, 2011. On Gamasutra, https://www.gamasutra.com/view/feature/134768/understanding_balance_in_video_.php. Retrieved 2020-07-14.
  30. ^ Ilie, Andrei; Ioan, Silvia; Zagrean, Leon; Moldovan, Mihai (2008). "Better to Be Red than Blue in Virtual Competition". CyberPsychology & Behavior. 11 (3): 375–377. doi:10.1089/cpb.2007.0122. ISSN 1094-9313. PMID 18537513.
  31. ^ a b c d e "Blogs recent news". Game Developer. Retrieved 2024-03-01.
  32. ^ Ben Croshaw: On Difficulty Levels, 2010. In The Escapist, https://v1.escapistmagazine.com/articles/view/video-games/columns/extra-punctuation/7820-On-Difficulty-Levels 2019-11-01 at the Wayback Machine. Retrieved 2020-07-14.
  33. ^ Josh Bycer: Examining Subjective Difficulty: How Plumbers Can Fight Demons, 2012. On Gamasutra, https://gamasutra.com/view/feature/134950/examining_subjective_difficulty_.php. Retrieved 2020-07-14.
  34. ^ Mike Ambinder: Biofeedback in Gameplay: How Valve Measures Physiology to Enhance Gaming Experience, 2011. On GDC Vault, https://www.gdcvault.com/play/1014734/Biofeedback-in-Gameplay-How-Valve. Retrieved 2020-07-14. PDF: https://steamcdn-a.akamaihd.net/apps/valve/2011/ValveBiofeedback-Ambinder.pdf. Retrieved 2020-07-14.
  35. ^ Miriam Bruhn and David McKenzie: In Pursuit of Balance: Randomization in Practice in Development Field Experiments, 2008. The World Bank, http://documents1.worldbank.org/curated/en/372631468177851332/pdf/WPS4752.pdf. Retrieved 2020-07-14.
  36. ^ Haoyang Chen, Yasukuni Mori and Ikuo Matsuba: Solving the balance problem of massively multiplayer online role-playing games using coevolutionary programming, 2014. In Applied Soft Computing Volume 18, S. 1 – 11, https://doi.org/10.1016/j.asoc.2014.01.011. Retrieved 2020-07-14.

game, balance, this, article, multiple, issues, please, help, improve, discuss, these, issues, talk, page, learn, when, remove, these, template, messages, this, article, tone, style, reflect, encyclopedic, tone, used, wikipedia, wikipedia, guide, writing, bett. This article has multiple issues Please help improve it or discuss these issues on the talk page Learn how and when to remove these template messages This article s tone or style may not reflect the encyclopedic tone used on Wikipedia See Wikipedia s guide to writing better articles for suggestions September 2021 Learn how and when to remove this message This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Game balance news newspapers books scholar JSTOR July 2023 Learn how and when to remove this message Learn how and when to remove this message Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness Game balance consists of adjusting rewards challenges and or elements of a game to create the intended player experience 1 Contents 1 Overview and development 2 Terms specific to game balance 2 1 PvP PvE and Co Op Games 2 2 Game elements 2 3 Game mechanics 2 4 Buffs and nerfs 2 5 Overpowered and underpowered 2 6 Gimp 2 7 Revamp 3 Essential concepts of balancing 3 1 Chance 3 2 Difficulty 3 3 Dynamic and static balance 3 4 Economies 3 5 Fairness 3 5 1 Early appearances of the term fairness 3 6 Meaningful decisions 3 6 1 Strategies 3 6 2 Dominant strategies 3 7 Metagame 3 8 Positive and negative feedback 3 9 Power and costs 3 10 Rewards 3 11 Solvability 3 12 Symmetry and asymmetry 3 13 Systems and subsystems 3 14 Transitivity and intransitivity 4 Balancing process 4 1 Goals of balancing 4 2 Characteristics of a well balanced game 5 Methods and tools 5 1 Aesthetics and narration 5 2 Balancing strategies 5 3 Ban 5 4 Central resource 5 5 Counter 5 6 Difficulty level 5 7 Feedback 5 8 Gamemaster 5 9 Game theory 5 10 Handicaps 5 11 Intuition 5 12 Matchmaking and ranking 5 13 Observation 5 14 Orthogonal unit differences 5 15 Pacing 5 16 Power curve 5 17 Randomization 5 18 Statistical analysis 5 19 Tier list 6 See also 7 ReferencesOverview and development editGame balance is generally understood as introducing a level of fairness for the players This includes adjusting difficulty win loss conditions game states economy balancing and so on to work in tandem with each other The concept of game balance depends on the game genre Most game designers agree that game balancing serves towards providing an engaging player experience especially through a meta Game balance is commonly discussed among game designers some of whom include Ernest Adams 2 Jeannie Novak 3 Ian Schreiber 4 David Sirlin 5 and Jesse Schell 6 The topic is also featured in many YouTube channels specializing in game design topics including Extra Credits 7 GMTK 8 and Adam Millard 9 Terms specific to game balance editPvP PvE and Co Op Games edit Player versus player PvP describes games that feature a competition between players PvE is an acronym for player versus environment where players instead compete with the environment and non player characters NPCs Co op is short for cooperative and refers to PvE and PvP games where you can work with other players Game elements edit Game elements are things that appear within a video game that contribute to the gameplay experience In most game design frameworks game elements are categorized into groups to help describe their roles in the games A game element refers to anything ranging from a player s special ability to the relations between different game mechanics in a game Game mechanics edit Game mechanics are constructs that let the player interact with the game world They define the goal how players can achieve them and how they cannot and what happens when they try 6 These would include challenges competitive or cooperative gameplay win loss conditions and states feedback loops and how they relate to one another Like game balance the terminology behind game mechanics can vary depending on the designer or the resource s author Buffs and nerfs edit Buff video gaming redirects here For positive status effects in MMORPGs see Status effect Buffs Buffs are changes to a game which increase the utility of game elements items environments mechanics and so on while nerfs are changes that decrease the utility of said game elements and alike Buffs and nerfs are common methods for adjusting the challenge for the player Both can be achieved indirectly by changing other elements and mechanics or introducing new ones 8 Both terms can also be used as verbs for the act of making such a change The first established use of the term nerf was in Ultima Online as a reference to the Nerf brand of toys due to their soft toy bullets 10 11 However there is no concrete evidence to show where the term buff came from It has been perceived that the term came from bodybuilding culture where it is a slang term which refers to an individual s large musculature as a result of strength based exercises The most popular use of these terms is found in most MMORPGs where game designers use buffs and nerfs to maintain game balance shortly after introducing a new feature that may cause significant changes to the game s mechanics This is sometimes due to a method of using or acquiring the object that was not considered by the developers 10 12 The frequency and scale of nerfing vary widely from game to game but almost all MMOs have engaged in nerfing at some point 12 Nerfs in various online games such as Anarchy Online have spurred in world protests 11 Since many items in virtual worlds are sold or traded among players a nerf may have an outsized impact on the virtual economy As players respond the nerf may cause prices to fluctuate before settling down in a different equilibrium This impact on the economy along with the original impact of the nerf can cause large player resentment for even a small change 11 12 In particular in the case of items or abilities which have been nerfed players can become upset over the perceived wasted efforts in obtaining the now nerfed features 11 12 For games where avatars and items represent significant economic value this may bring up legal issues over the lost value 13 Overpowered and underpowered edit The terms overpowered OP and underpowered UP are used on game elements and mechanics that are too good or bad to describe a lack of game balance More precisely if a game element is too strong even with the highest possible cost it is overpowered If it is too weak even with the lowest possible cost it is underpowered On the other hand a game element might simply be too expensive or not expensive enough for the benefit it provides 4 Colloquially overpowered is often used when describing a specific class in an RPG a specific faction in strategic games or a specific tactic ability weapon or unit in various games For something to be deemed overpowered it is either the best choice in a disproportionate number of situations marginalizing other choices and or excessively hard to counter by the opponent compared to the effort required to use it Underpowered often refers to when describing a specific class in an RPG a specific faction in strategic games or a specific tactic ability weapon or unit in various games as far weaker than average resulting in it being always one of the worst options to pick in most situations In such way it is often marginalized by other choices because it s inherently weaker than similar options or it s much more easily countered by opponents Gimp edit nbsp Look up gimp in Wiktionary the free dictionary A gimp is a character character class or character ability that is underpowered in the context of the game e g a close range warrior class equipping a full healing boosting armor set despite having no healing abilities Gimped characters lack effectiveness compared to other characters at a similar level of experience A player may gimp a character by assigning skills and abilities that are inappropriate for the character class or by developing the character inefficiently 14 However this is not always the case as some characters are purposely gimped by the game s developers in order to provide an incentive for raising their level or to give the player an early head start An example of this is Final Fantasy s Mystic Knight class which starts out weak but is able to become the most powerful class if brought to a very high level Gimps may also be accidental on the part of the developer and may require a software patch to balance Sometimes especially in MMORPGs gimp is used as a synonym for nerf to describe a rule modification that weakens the affected target Unlike the connotatively neutral term nerf citation needed gimp in this usage often implies that the rule change unfairly disadvantages the target Revamp edit A revamp or rework is a significant change to a game that is designed to improve or balance out the game s overall quality This can include changes to the game s mechanics art style storyline or any other aspect of the game Revamps are often done in response to player feedback or to address problems that have been identified with the game They can also be done simply to refresh the game and keep it feeling fresh for players Revamps can happen at any time during a game s development or after its release The difference between a revamp and a remaster is that a remaster is simply an updated version of the game with better graphics and maybe some new content while a revamp is a completely new game built on the foundation of the original 15 Revamps may be optional and may happen if something is not properly nerfed Essential concepts of balancing editChance edit nbsp Dice add an element of chance to a game While the optimal ratio between skill and chance are dependent on the target group 6 4 the outcome should be more influenced by skill 2 16 3 Chance and skill are viewed as partial opposites 17 Chance allows a weaker player to beat a stronger one 4 Generally it is advised to favor many small random elements with little influence over a few with large effects to make results that differ highly from average less likely The player should also receive a certain degree of information and control over random elements 2 Difficulty edit Difficulty is especially important for PvE games 2 but has at least some significance for PvP games regarding the usability of game elements 17 The perception of the difficulty depends on mechanics and numbers but also on the players abilities and expectations 2 The ideal difficulty therefore depends on individual player and should put the player in a state of flow 6 4 Consequently for the development it can be useful or even necessary to focus on a certain target group Difficulty should increase throughout the game since players get better and usually unlock more power 2 6 4 Achieving all those goals is problematic since among other things skill cannot be measured objectively 4 and testers also get continuously better 18 In any case difficulty should be adjustable for or by the player in some way 2 16 3 4 Dynamic and static balance edit Game balance can be divided into a dynamic and a static component Static balance is mostly concerned with a game s rules and elements everything that is set before a game or match starts An example would be like player health and ammo left Dynamic balance conversely describes the balance between players environment and computer opponents and how it changes throughout the game An example would be moving objects in a game environment 16 3 Economies edit Within a game everything that has an owner or is provided to a player can be called a resource This includes commodities units tokens but also information or time for example Those resource systems are similar to real economies especially in regards to trading resources 3 4 There are some distinctions for video games though There are open economies that receive additional resources but also closed ones that do not Additionally economies might provide indefinite resources or all players have to share a set amount instead 4 Especially for online games it therefore is important to design economies to make them fun and sustainable 6 Fairness edit A game is fair if all players have roughly the same chance of winning at the start independent of which offered options they choose This makes fairness especially important for PvP games 2 19 5 Fairness also means even for PvE games that the player never feels like the opponents were unbeatable 6 Early appearances of the term fairness edit Any good computer game must be totally fair It must be possible for the player to reach the objective and win This is not to say the game cannot be complicated or random or appear unfair Tim Barry of InfoWorld 1981 20 An important trait of any game is the illusion of winnability If a game is to provide a continuing challenge to players it must also provide a continuing motivation to play The game must appear to be winnable to all players beginners and experts but it must never truly be winnable or it will lose its appeal Chris Crawford 1982 21 Dani Bunten was once asked how to play balance a game Her one word answer was Cheat Asked what to do if gamers complained she said Lie Johnny L Wilson of Computer Gaming World 1994 22 Chris Crawford wrote in 1982 of the importance of a game s illusion of winnability Pac Man is popular because it appears winnable to most players yet is never quite winnable 21 When defeated the player must perceive Computer Gaming World wrote in 1984 that failure was the player s fault not the game s but can be corrected by playing better the next time 23 The illusion of winnability Crawford said is very difficult to maintain Some games maintain it for the expert but never achieve it for the beginner these games intimidate all but the most determined players citing Tempest as an example 21 A fair game is winnable but InfoWorld stated in 1981 can be complicated or random or appear unfair 20 Fairness does not necessarily mean that a game is balanced This is particularly true of action games Jaime Griesemer design lead at Bungie states that every fight in Halo is unfair 24 This potential for unfairness creates uncertainty leading to the tension and excitement that action games seek to deliver 25 26 27 In these cases balancing is instead the management of unfair scenarios with the ultimate goal of ensuring that all of the strategies which the game intends to support are viable 24 The extent to which those strategies are equal to one another defines the character of the game in question Simulation games can be balanced unfairly in order to be true to life A wargame may cast the player into the role of a general who was defeated by an overwhelming force and it is common for the abilities of teams in sports games to mirror those of the real world teams they represent regardless of the implications for players who pick them Player perception can also affect the appearance of fairness Sid Meier stated that he omitted multiplayer alliances in Civilization because he found that the computer was almost as good as humans in exploiting them which caused players to think that the computer was cheating 28 Meaningful decisions edit Meaningful decisions are decisions whose alternatives are neither without any effect nor is one alternative clearly the best This would make for example choosing between the numbers of a dice meaningless if 6 always gives the greatest benefit This example is a dominant strategy the most damaging type of meaningless decision since it doesn t leave a reason to choose any alternative Meaningful decisions consequently are a central part of the interactive medium games 6 29 Meaningless decisions also called trivial decisions do not add anything desirable to a game 16 3 They might actually harm the game by unnecessarily making it more complex 5 Additionally a higher number of meaningful decisions can also make a game just more complex Offered decisions should always be meaningful though However for the balancing irrelevant decisions might still influence the players experience e g a decision between cosmetic alternatives like skins Strategies edit Strategies are specific combinations of actions to achieve a certain goal 19 Classic examples for this are a rush or focusing on economy in a real time strategy game Not only elementary decisions within a strategy e g between game elements also the decision between strategies should remain meaningful Dominant strategies edit A dominant strategy is a strategy that is always the most likely to lead to success making it objectively the best strategy This therefore renders all related decisions meaningless Even if a strategy does not always win but clearly is the best it can be called almost dominant Dominant strategies damage games and should strongly be avoided when possible 16 However there is no objective border when a slightly better strategy becomes dominant Metagame edit Metagame describes a game around the actual game 7 including discussions like in forums interactions between players e g on local tournaments but also the influence of extrinsic factors like finances 4 The Meta as it is also called can act as a self balancing force since counters to popular strategies become widely known and lead to players changing their play behavior appropriately This self balancing force should not prevent developers from intervening in extreme cases of imbalance though 8 Positive and negative feedback edit Positive and negative feedback also called positive and negative feedback loop essentially describes game mechanics that reward or punish playing usually well or bad with power or the loss of it Therefore success leads to more power within a positive loop and therefore accelerates progress further while a negative loop decreases power or adds additional costs to it 2 3 4 Feedback loops should be implemented carefully to only target the correct player or otherwise they might determine the outcome too early or achieve nothing but simply delay the end of the game 2 16 3 4 Many games become more challenging if the player is successful For instance real time strategy games often feature upkeep a resource tax that scales with the number of units under a player s control Team games which challenge players to invade their opponents territory football capture the flag have a negative feedback loop by default the further a player pushes the more opponents they are likely to face Many games also feature positive feedback loops where success for example capturing an enemy territory leads to greater resources or capabilities and hence greater scope for further successes for example further conquests or economic investments The overall dynamic balance of the game will depend on the comparative strength of positive and negative feedback processes and therefore decreasing the power of positive feedback processes has the same effect as introducing negative feedback processes Positive feedback processes may be limited by making capabilities some concave function of a measure of raw success For example In RPG role playing games using a level structure the level attained is usually a concave transformation of experience points as the character becomes more proficient they can defeat more powerful adversaries and hence can earn more experience points in a given period of playtime but conversely more experience points are required to level up In this case the players level and perhaps also power does not improve exponentially but approximately linearly in playing time In many military strategy games the conquest of new territory only gives a marginal increase in power for example the home province may be exceptionally productive whereas new territories open to acquisition might only have by comparison slight resources or may be prone to revolts or public order penalties which reduce their ability to provide significant net resources after resources are allocated to adequately suppressing revolts In this case a player with initially impressive successes may become overextended attempting to hold may regions which provide only marginal increases in resources In many games there is little or no advantage in acquiring a large horde of some particular item For example having a large and varied cache of equipment or weapons is an advantage but only weakly over a somewhat smaller horde with a similar degree of diversity for example only one weapon can be used at a time and having another in an inventory with very similar capabilities offers only marginal gain In more general terms capabilities may depend on some bottleneck where there is no or only weak positive feedback Strongly net negative feedback loops can lead to frequent ties Conversely if there is on net a strong positive feedback loop early successes can multiply very rapidly leading to the player eventually attaining a commanding position from which losing is almost impossible See also dynamic game difficulty balancing Power and costs edit Power is everything that provides an advantage while costs are essentially everything that is a disadvantage Therefore power and costs can be viewed as positive and negative values of the same scale This allows calculations with both of them at the same time Sometimes it is only a matter of perspective if something is an advantage or a disadvantage Is it a benefit to have bonus damage against dragons Or is it a drawback not to receive it against other targets A crucial part of game balancing consists in relating power and costs to each other and find a suitable relation in the first place e g a power curve In addition to that costs might not be explicitly quantified Spending gold on something from any finite amount limits future purchases Also certain investments might have prerequisites before they even become available Sometimes a game does not even show disadvantages All of this can be referred to as shadow costs 4 Rewards edit Every player desires rewards e g new game content or a simple compliment Rewards should get bigger as the playtime increases 6 They give a player the feeling of doing something right and can enhance progress 4 A little bit of uncertainty about rewards makes them more desirable for many players 6 4 Solvability edit Colloquially speaking solving a game refers to winning it or reaching its end Ian Schreiber calls a game solvable if for every situation there is a recognizable best action 4 Generally it is undesirable if a game can easily be solved since this makes decisions meaningless and games become boring faster 4 5 There are multiple tiers of solvability A game might be trivial to solve but it might also be solvable only in theory with a lot of computing effort Even games with random elements are solvable since a best action can be found using expected values Besides high complexity hidden information and the influence of other human players are what makes it impossible for a human to completely solve a game 4 Symmetry and asymmetry edit Symmetric games offer all players identical starting conditions and are therefore automatically fair in the above stated sense 2 19 6 4 17 While they are easier to balance 17 8 they still must be balanced e g regarding their game elements 4 29 Most modern games are asymmetric though while the grade of asymmetry can vary greatly 5 Fairness becomes even more important for those 5 Giving each player identical resources is the simplest game balancing technique Most competitive games feature some level of symmetry some such as Pong are completely symmetric but those in which players alternate turns such as chess can never achieve total symmetry as one player will always have a first move advantage or disadvantage Symmetry is unappealing in games because both sides can and will use any effective strategy simultaneously or success depends on a very small advantage such as one pawn in chess An alternative is to offer symmetry with restrictions Players in Wizard s Quest and Catan have the same number of territories but choose them in alternating order the differing combination of territories causes asymmetry Symmetry can be undone by human psychology the advantage of players wearing red over players wearing blue is a well documented example of this 30 Systems and subsystems edit In general games can be viewed as systems of numbers and relations that typically consist of multiple subsystems All numbers within a game only have a meaning in their given context Subsystems can be dealt with separately and they might even have different balancing goals but they also influence each other more or less 18 4 It is therefore crucial to consider how changes can affect the balance as a whole 9 Transitivity and intransitivity edit See also Transitive relation and Nontransitive game In transitivity is a term used for logical relations In games this usually refers to relations between game elements e g between the element A B and C In case of transitivity given A beats B and B beats C A beats C This means that A is the best element of those three A transitive relation is especially useful as rewards for the player to receive more and more useful game elements 2 16 3 In case of intransitivity given A beats B and B beats C A does not automatically beat C On the contrary it might even be the case that C beats A like in rock paper scissors Intransitive relations can be assessed within the properties of game elements instead of just defining the outcome This helps to create variety and prevent dominant strategies 2 16 3 4 Balancing process editBalancing always includes changing quantifiable values and relations between them directly or indirectly this is done as an iterative process and partially dependent on the genre 6 during development and also afterwards e g by rule changes addons or software updates However it cannot be completely solved by algorithms since aesthetics are also important 6 and a perfect balance might actually achieve the opposite of fun 17 Ideally simple rules deliver complex results 6 This is also referred to as emergence 16 Firstly a balanced basis should be created 16 18 so most later work consists in merely changing numbers 18 and introducing new content becomes much easier 29 This makes it important for a designer to adjust numbers easily 18 and they should always know how changes affect the overall system 6 Sight of the bigger picture should never be lost 6 to create a positive experience for the player 31 Extremely powerful game elements 31 and dominant strategies 6 are dangerous to the latter goal and should therefore be identified and corrected Game elements that provide a highly situational use but have a fixed cost value that is comparable to less situational elements are particularly difficult to balance 4 Another priority is providing multiple viable options Generally players react better to buffing something than nerfing it 5 It is possible however to achieve those indirectly by changing another part of the system since most content if not everything is connected and related to each other 9 Goals of balancing edit The highest goal of balancing is always preserving or increasing the fun or engagement This however can highly depend on the individual game and its audience 16 and might even consist in great imbalance 19 or turn into the opposite of fun Especially in games with in game purchases or in game advertising the developer or publisher has an interest to monetize the game even if it is detrimental to the fun Such games may frequently interrupt the experience with advertisements or provide low chances e g in loot boxes to intentionally frustrate the player but keep engagement high to encourage spending money to skip frustrating parts Otherwise the player may face huge disadvantages imbalances even against other paying players In general though there is a consensus that huge imbalances are bad for a game even if the game still is fun to play 29 a better balance would make it even more fun Opinions on exactly what should be balanced how well balanced a game should ideally be and even if perfect balance is achievable or even a good thing vary In some cases it is even stated that a slight imbalance is actually beneficial A crucial goal of balancing a is preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers An unbalanced system represents wasted development resources at the very least and at worst can undermine the game s entire ruleset by making important roles or tasks impossible to perform 25 One balancing approach is to set strategies as the goal so all offered strategies have roughly equal chances of success Strategies can only be affected by changing underlying game elements but the balance between game elements is not the focus here Strategies should offer a deep gaming experience 19 The balance can depend on player skill 19 4 Therefore one level of skill should be chosen as the goal of all development efforts This might be professional or casual players for example On all other levels that do not fit the prime audience more imbalances can be accepted 19 Preserving strategies and game elements from becoming irrelevant also is emphasized Every given option should have at least some use and should be viable 5 To achieve this strategies and game elements should be compared within all contexts they compete in e g combat or resource investments 29 Extremely powerful broken strategies and elements are viewed as especially damaging since they devalue all their competitors 31 Beyond all of that there is an argument for some imbalances within a game since that constantly encourages players to find new solution e g by interacting in the metagame This especially applies to frequently updated games On the opposite end nearly perfectly balanced games would result in mere execution of proven strategies with only top players being able to create new successful strategies 7 Also giving all game elements the exact same amount of power would make all decisions meaningless since everything is equally powerful anyway 31 Another approach emphasizes that balance between game elements strategies and actions is not the most important factor but providing counters against any situation that may arise This always allows players to find them together and they never face unsolvable problems 9 At least there is the idea to include players in the balancing regarding their skills and other prerequisites Matchmaking and handicaps can help achieving that This might also decrease the influence of imbalance since players are more equally matched 17 In addition to that the players perception of balance should be considered Player behavior can affect success rates of strategies and game elements Therefore all changes should be communicated accordingly 8 Characteristics of a well balanced game edit Despite not all goals of balancing are clear many characteristics of well balanced games are usually not disagreed on Decisions should be meaningful 2 The player should still have a chance to win in most situations and no stalemates should arise in which nobody can win or lose 2 Leading player or computer controlled opponents should never get an irretrievable advantage until they almost won 2 Early mistakes and chance should not make a game unwinnable 16 3 Also the game should provide the player with enough information and control to avoid those errors so the player always feels responsible for his or her actions 16 Measuring the state of balance is another matter though since it requires interpretation of data Sheer win rates of strategies or game elements do not have a great significance without considering other factors like player skill and pick rates Making correct conclusions is therefore crucial to find causes for imbalance 17 8 Methods and tools editThe following paragraphs present a collection of tools and methods used to balance a game or to measure its state Not mathematical perfection but fun engagement or a mix of both is the main goal and human evaluation still is the only known measurement for successfully achieving those especially fun Also balancing is an intricate process and typically needs many iterations Aesthetics and narration edit The visual impression of a game should not contradict with its balancing On the contrary Especially real models e g historic facts can serve as inspiration for mechanics counters orthogonal unit differences or intransitive relations Balancing strategies edit One approach is to move the balancing goal to strategies instead of game elements Strategies typically include multiple elements and decisions This makes sure that all game elements have at least some use and decisions stay meaningful Also seemingly fine game elements might become too powerful only in certain combinations A difficulty of this is though that strategies can only be influenced by changing the game elements and mechanics they include 19 Ban edit Banning certain game elements or strategies is a way to remove dominant strategies from otherwise well balanced games especially in the competitive sector This should be avoided when possible however 5 Central resource edit A chosen value this may be an attribute of a game elements costs or an additionally calculated value like power can be nominated as a benchmark for all other values Every change of one of them means another one must change as well It can affect the central resource but also any other value to still fit the same budget Counter edit There should be a counter to every action game element strategy that beats those in a direct competition 9 8 This does not only make dominant strategies unlikelier to develop it also allows players to find new solutions for current challenges 7 8 Ideally a counter relation is assessed within properties of game elements rather than simply defined 8 Also decisions that are made at the beginning of a game that cannot be revised by the player should not determine the outcome right away Difficulty level edit See also Dynamic game difficulty balancing nbsp Some games offer the player a choice of difficulty level before play begins Video games often allow players to influence their balance by offering a choice of difficulty levels 32 These affect how challenging the game is to play and usually run on a general scale of easy medium and hard Sometimes the difficulty is set once for the entirety of a game while in other games it can be changed freely at any point Modern games e g Horizon Zero Dawn may also feature a difficulty setting called Story for players who want to focus on the narrative rather than interactive parts like combat There are also other terms The Last of Us for example offers two settings above hard called survivor and grounded In addition to altering the game s rules difficulty levels can be used to alter what content is presented to the player This usually takes the form of adding or removing challenging locations or events but some games also change their narrative to reward players who play them on higher difficulty levels or end early as punishment for playing on easy Difficulty selection is not always presented bluntly particularly in competitive games where all players are affected equally and the standard easy hard terminology no longer applies Sometimes veiled language is used Mario Kart offers CC select while at other times there may be an array of granular settings instead of an overarching difficulty option An alternative approach to difficulty levels is catering to players of all abilities at the same time a technique that has been called subjective difficulty 33 This requires a game to provide multiple solutions or routes each offering challenges appropriate to players of different skill levels Super Mario Galaxy Sonic Generations Feedback edit While tester feedback is important when developing and updating a game there are certain things to be kept in mind Skill and the ability to explain do not necessarily correlate with each other There are typically more players than developers so they are better at solving it 5 Additionally new testers should be added from time to time since practice effects emerge 18 Gamemaster edit nbsp A game being moderated by a human gamemaster right A game can be balanced dynamically by a gamemaster who observes players and adjusts the game in response to their actions emotional state etc or even proactively changes the direction of the game to create certain experiences Although gamemasters have historically been humans some videogames now feature artificial intelligence AI systems that perform a similar role by monitoring player ability and inferring emotional state from input 27 Such systems are often referred to as having dynamic difficulty One notable example is Left 4 Dead and its sequel Left 4 Dead 2 cooperative games that have the players fight through hordes of zombie like creatures including unique creatures with special abilities Both games use an AI Director which not only generates random events but tries to create tension and fear by spawning in creatures to specific rule sets based on how players are progressing specifically penalizing players through more difficult challenges for not working together 27 Research into biofeedback peripherals is set to greatly improve the accuracy of such systems 34 Game theory edit Main article Game theory Game theory focuses more on theoretical modeling of competing players and their decision making and therefore is only for limited use in game design However it does offer knowledge and tools like a Net Payoff Matrix that can be helpful to measure power and understand player reasoning 16 Handicaps edit Main article Handicapping Handicaps may create a competitive situation between players of different skill level but they might also go too far and render skill irrelevant 17 Handicaps are disadvantages that sometimes are deliberately self inflicted Intuition edit Games can be complex systems Since development resources are limited relying on intuition can sometimes be useful or even necessary The designer should always keep in mind how changes affect other parts of the game and guesses should always rely on evidence or proof Matchmaking and ranking edit Main article Matchmaking video games An approach to avoid some balancing problems all together is ranking players depending on their skill Ideally the ranking system predicts the outcome almost perfectly and every player in a PvP game has roughly the same win rate even considering factors that lie outside the game like the gaming device In any case good match making benefits a game greatly since for example newbies are not matched against experienced players who leave them with no chance of winning and the challenge of stronger opponents rises together with each player s skills 17 Observation edit Some obvious problems become clear through sheer observation of the game and player behavior This includes mathematical superiority of game elements or strategies but also extremely high or low usage of those In any case statistics do not necessarily represent causalities and that there are typically multiple factors Orthogonal unit differences edit Orthogonal unit differences describes properties of game elements that cannot be compared by inherent numbers Ideally every game element has at least one unique trait This also helps creating intransitivity and counters 2 Pacing edit Player versus environment games are usually balanced to tread the fine line of regularly challenging players abilities without ever producing insurmountable or unfair obstacles 27 This turns balancing into the management of dramatic structure 26 generally referred to by game designers as pacing Pacing is also a consideration in competitive games but the autonomy of players makes it harder to control Power curve edit A power curve also cost curve 4 is a relation that reflects the ratio between power and costs 7 31 It is especially useful when dealing with multiple game elements that provide varying benefits depending on different values of the same cost e g when using a central resource While a power curve always shows an order it does not necessarily represent exact relations depending on the level of measurement 5 Randomization edit Main article Randomization Randomization of starting conditions is a technique common in board games card games and also experimental research 35 which fights back against the human tendency to optimize patterns in one s favor 24 The downside of randomization is that it takes control away from the player potentially leading to frustration Methods of overcoming this include giving the player a selection of random results within which they can optimize Scrabble Magic The Gathering and making each game session short enough to encourage multiple attempts in one play session Klondike Strange Adventures in Infinite Space Statistical analysis edit Statistics can help collecting empiric data of player behavior success rates etc to identify unbalanced areas and make corrections 36 Ideally a game gathers this data automatically Statistics can only support a designers abilities and intuition and are therefore only one part of making design decisions together with for example tester or user feedback 4 Statistics and their interpretation should also consider factors like skill and pick rates 8 Tier list edit Main article Tier list A tier list orders game elements according to their power in multiple categories This ranking can be achieved using feedback empiric data or subjective impressions 17 While the number and names of tiers can vary a list typically goes from god tier through multiple tiers in between to garbage tier While balancing all elements within the god tier should be nerfed first Too powerful elements make many other elements worse if not useless After this all elements within the garbage tier should be buffed until they are no longer useless In the end the power differences between all other tiers can be adjusted until a satisfying state is reached 5 A tier list is especially useful when working with game elements that have exactly the same cost e g characters in a Fighting game See also editTriangular number ApplicationsReferences edit Becker Alexander Gorlich Daniel 2020 04 21 What is Game Balancing An Examination of Concepts ParadigmPlus 1 1 22 41 doi 10 55969 paradigmplus v1n1a2 ISSN 2711 4627 S2CID 225925467 a b c d e f g h i j k l m n o p q Ernest Adams Fundamentals of game design 3rd ed Berkeley California New Riders 2013 http proquest tech safaribooksonline de 9780133435726 Retrieved 2020 07 14 a b c d e f g h i j k Jeannie Novak Game development essentials An introduction 3rd edn Melbourne Delmar Cengage Learning Media arts amp design 2011 a b c d e f g h i j k l m n o p q r s t u v w x y z aa Ian Schreiber Game Balance Concepts A continued experiment in game design and teaching 2010 http gamebalanceconcepts wordpress com Retrieved 2020 07 14 a b c d e f g h i j k l David Sirlin Balancing Multiplayer Games 2014 http www sirlin net articles balancing multiplayer games part 1 definitions Retrieved 2020 07 14 a b c d e f g h i j k l m n o p q Jesse Schell The art of game design A book of lenses 2nd edn Boca Raton Florida CRC Press Taylor amp Francis Group 2015 a b c d e Perfect Imbalance Why Unbalanced Design Creates Balanced Play Extra Credits retrieved 2024 03 01 a b c d e f g h i j How Games Get Balanced retrieved 2024 03 01 a b c d e Why Are Games So Hard To Balance retrieved 2024 03 01 a b Nerfing Raph s Website 2014 04 02 Retrieved 2024 03 01 a b c d Schiesel Seth In a Multiplayer Universe Gods Bow to the Masses query nytimes com Retrieved 2024 03 01 a b c d Timothy Burke Rubicite Breastplate Priced to Move Cheap How Virtual Economies Become Real Simulations 2002 P 1 3 http www swarthmore edu SocSci tburke1 Rubicite 20Breastplate pdf Retrieved 2020 07 14 Westbrook Theodore J 2006 Owned Finding a Place for Virtual World Property Rights Michigan State Law Review 2006 779 RPG Vault Fury Interview Part 1 2007 08 23 Archived from the original on 2007 08 23 Retrieved 2024 03 01 Original vs Remastered vs Revamped RCL Blogs sites psu edu Retrieved 2022 04 07 a b c d e f g h i j k l m n Andrew Rollings und Ernest Adams Andrew Rollings and Ernest Adams on game design 1st edn Indianapolis Ind New Riders 2003 http proquest tech safaribooksonline de 1592730019 Retrieved 2020 07 14 a b c d e f g h i j PAX South 2018 Balance in Game Design retrieved 2024 03 01 a b c d e f Richard Rouse und S Ogden Game design Theory amp practice 2nd edn Plano Texas Wordware Publ Wordware game developer s library 2004 a b c d e f g h Tynan Sylvester Designing games A Guide to Engineering Experiences Sebastopol California O Reilly 2013 a b InfoWorld InfoWorld Media Group Inc 1981 05 11 a b c Chris Crawford Design Techniques and Ideas for Computer Games 1982 In Byte Magazine Volume 7 Number 12 p 96 archived under https archive org stream byte magazine 1982 12 1982 12 BYTE 07 12 Game Plan 1982 page n97 mode 2up Retrieved 2020 07 14 Johnny L Wilson Mea Culpas and Culpability 1994 In Computer Gaming World p 8 available under http www cgwmuseum org galleries index php year 1994 amp pub 2 amp id 115 Retrieved 2020 07 14 Stone David Stone Diana February 1984 They Call it Murder Baby Computer Gaming World pp 12 13 Retrieved 2023 11 12 a b c Design in Detail Changing the Time Between Shots for the Sniper Rifle from 0 5 to 0 7 Seconds for Halo 3 www gdcvault com Retrieved 2024 03 01 a b Strange Horizons Articles Playing Fair A Look at Competition in Gaming by Mark Newheiser 2009 03 12 Archived from the original on 2009 03 12 Retrieved 2024 03 01 a b The Game Design of STARCRAFT II Designing an E Sport www gdcvault com Retrieved 2024 03 01 a b c d Michael Booth The AI Systems of Left 4 Dead 2009 https steamcdn a akamaihd net apps valve 2009 ai systems of l4d mike booth pdf Retrieved 2020 07 14 CGW Museum Galleries www cgwmuseum org Retrieved 2024 03 01 a b c d e Keith Burgun Understanding Balance in Video Games 2011 On Gamasutra https www gamasutra com view feature 134768 understanding balance in video php Retrieved 2020 07 14 Ilie Andrei Ioan Silvia Zagrean Leon Moldovan Mihai 2008 Better to Be Red than Blue in Virtual Competition CyberPsychology amp Behavior 11 3 375 377 doi 10 1089 cpb 2007 0122 ISSN 1094 9313 PMID 18537513 a b c d e Blogs recent news Game Developer Retrieved 2024 03 01 Ben Croshaw On Difficulty Levels 2010 In The Escapist https v1 escapistmagazine com articles view video games columns extra punctuation 7820 On Difficulty Levels Archived 2019 11 01 at the Wayback Machine Retrieved 2020 07 14 Josh Bycer Examining Subjective Difficulty How Plumbers Can Fight Demons 2012 On Gamasutra https gamasutra com view feature 134950 examining subjective difficulty php Retrieved 2020 07 14 Mike Ambinder Biofeedback in Gameplay How Valve Measures Physiology to Enhance Gaming Experience 2011 On GDC Vault https www gdcvault com play 1014734 Biofeedback in Gameplay How Valve Retrieved 2020 07 14 PDF https steamcdn a akamaihd net apps valve 2011 ValveBiofeedback Ambinder pdf Retrieved 2020 07 14 Miriam Bruhn and David McKenzie In Pursuit of Balance Randomization in Practice in Development Field Experiments 2008 The World Bank http documents1 worldbank org curated en 372631468177851332 pdf WPS4752 pdf Retrieved 2020 07 14 Haoyang Chen Yasukuni Mori and Ikuo Matsuba Solving the balance problem of massively multiplayer online role playing games using coevolutionary programming 2014 In Applied Soft Computing Volume 18 S 1 11 https doi org 10 1016 j asoc 2014 01 011 Retrieved 2020 07 14 Portals nbsp Games nbsp Video Games Retrieved from https en wikipedia org w index php title Game balance amp oldid 1218434824 Buffs and nerfs, wikipedia, wiki, book, books, 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