{"id":1169,"date":"2013-12-20T02:19:41","date_gmt":"2013-12-20T02:19:41","guid":{"rendered":"http:\/\/www.metroplexitygames.com\/?p=1169"},"modified":"2013-12-20T03:18:34","modified_gmt":"2013-12-20T03:18:34","slug":"balancing-act","status":"publish","type":"post","link":"https:\/\/www.metroplexitygames.com\/?p=1169","title":{"rendered":"Balancing Act"},"content":{"rendered":"<p>Balance, what is it good for?<!--more--><\/p>\n<p>This is the second in my apparent series on design bugaboos. Balance is one of those things, like <a href=\"http:\/\/www.metroplexitygames.com\/?p=1148\">Randomness<\/a>, that drives a lot of discussion.<\/p>\n<p><strong>Should Games Be Balanced?<\/strong><br \/>\nThis may seem like a strange question. Balance is often held up as an end point of design&#8230; a Holy Grail that, even if you can never reach it, should always be sought after.<\/p>\n<p>But before we set our course by that distant star, we have to ask ourselves if it&#8217;ll lead us somewhere we want to go or lead us anywhere at all.<\/p>\n<p><strong>Going Nowhere Fast<\/strong><br \/>\nThe problem you&#8217;ll soon find is that balance is not a big concept. It&#8217;s a very, very small one.<\/p>\n<p>I could say chess is balanced, but I mean the players&#8217; starting positions are balanced. The pieces were never intended to be balanced, the turn structure is unbalanced, and strategies are not balanced against each other.<\/p>\n<p>&#8220;Is this game balanced?&#8221; It&#8217;s what we&#8217;re supposed to be asking, but it rapidly becomes &#8220;is this subsystem balanced&#8221; and &#8220;what kind of balance are we actually going for anyway?&#8221;<\/p>\n<p>So the star we&#8217;re supposed to be letting guide us is just &#8220;what does balance mean for this game?&#8221;<\/p>\n<p>Set some goals, design towards those goals, and adjust when you drift off course. Balance is just like any other design goal you may have.<\/p>\n<p>Not a Holy Grail, just something you might want to pick up. Not a quest, just a journey.<\/p>\n<p><strong>Hearts and Feathers<\/strong><br \/>\nBalance can be a pretty good metaphor, though. It&#8217;s one way to remove extraneous factors from the equation so you can weigh specific qualities.<\/p>\n<p>By balancing things, you can remove, say, character selection as a variable and get the result based purely on tactical skill and chance. Or, purely on tactical skill if there&#8217;s no chance involved.<\/p>\n<p>On the other hand, if you want character selection to be a strategic consideration, that consideration is defined by local imbalance. Without pairings that tilt one way or the other, the character you&#8217;ll be facing becomes extraneous information.<\/p>\n<p>So, in some cases, we want to actively avoid balance. To put it another way, if rock has a 50\/50 record against scissors, that&#8217;s balanced but you need to fix it.<\/p>\n<p><strong>The Optimizer&#8217;s Dilemma<\/strong><br \/>\nGiven any game, a lot of players will drift towards the mechanically optimal route. Even people with other priorities that come first will usually factor in mechanics as a tiebreaker.<\/p>\n<p>Depending on what sort of balance you&#8217;re designing towards, balance can be an tangential to optimization or directly opposed to it.<\/p>\n<p>The latter is easier to see. If the choice in the moment is balanced, your optimization buys you nothing. All your thought and energy get you is &#8220;it doesn&#8217;t actually matter.&#8221;<\/p>\n<p>This is important, because &#8220;it doesn&#8217;t matter if you choose A or B&#8221; is actually worse than &#8220;A is clearly better,&#8221; the theoretical bane of balanced games. At some point, you had to figure out that A is better and now that information is serving you well. Having A always be better isn&#8217;t itself the best design, but it&#8217;s also not the worst.<\/p>\n<p><strong>Better Sometimes<\/strong><br \/>\nIn other cases, balance is achieved by making different options best in different situations. That&#8217;s great for deep gameplay and challenging optimization.<\/p>\n<p>But the balance is actually extraneous there. It doesn&#8217;t matter if each option gets an equal piece of the pie, just that they all get a piece.<\/p>\n<p>Personally, I think having one option with most of the pie can be helpful in solo or cooperative play. It provides a stepping stone between choosing randomly and having a full understanding of the situation.<\/p>\n<p>But in a competitive game, the top level of choices needs to form a balanced network. It doesn&#8217;t much matter what the bad (or even slightly suboptimal) choices are doing, as long as there is a group at the top that forms a healthy metagame.<\/p>\n<p>Which is an interesting topic in its own right: how you can use balance and imbalance to create the sort of competitive landscape you want. And, of course, to what degree it&#8217;s the designer&#8217;s role to make that call.<\/p>\n<p><strong>On the Balance<\/strong><br \/>\nSo, this comes back to the main point: balance is a test to be applied after deliberation, deciding what you want balanced and how you&#8217;re going to test it.<\/p>\n<p>Cheers!<br \/>\nKinak<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Balance, what is it good for?<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[305],"tags":[335,201,328],"class_list":["post-1169","post","type-post","status-publish","format-standard","hentry","category-devcorner","tag-balance","tag-game-design","tag-theory"],"_links":{"self":[{"href":"https:\/\/www.metroplexitygames.com\/index.php?rest_route=\/wp\/v2\/posts\/1169","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.metroplexitygames.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.metroplexitygames.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.metroplexitygames.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.metroplexitygames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=1169"}],"version-history":[{"count":13,"href":"https:\/\/www.metroplexitygames.com\/index.php?rest_route=\/wp\/v2\/posts\/1169\/revisions"}],"predecessor-version":[{"id":1182,"href":"https:\/\/www.metroplexitygames.com\/index.php?rest_route=\/wp\/v2\/posts\/1169\/revisions\/1182"}],"wp:attachment":[{"href":"https:\/\/www.metroplexitygames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=1169"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.metroplexitygames.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=1169"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.metroplexitygames.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=1169"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}