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Game balance

arts Maturity 11-13 Next article →

Game balance is a special part of game design. It focuses on making games feel fair and fun for everyone. Designers want to create a great experience for every player. They do this by adjusting the difficulty and the rewards.

Difficulty level selection
Difficulty level selection

This helps players feel like they can actually win. This feeling is sometimes called the illusion of winnability. It keeps people excited to keep playing the game.

Designers use many different tools to keep a game balanced. One way is through buffs and nerfs. A buff is a change that makes an item or ability better. A nerf is a change that makes something weaker.

Designers use these to fix things that are overpowered or underpowered. An overpowered item is too strong to stop. An underpowered item is too weak to be useful. They might even do a revamp to change the whole game.

This work has been studied by many smart people. Names like Ernest Adams and Jesse Schell are known for discussing game design. Some people talk about these ideas on YouTube channels like Extra Credits or GMTK.

704203770 5 yLy6
704203770 5 yLy6

The term "nerf" first appeared in the game Ultima Online. It came from the soft bullets used in Nerf brand toys. The term "buff" might come from bodybuilding culture. It refers to having large muscles from strength exercises.

There are many specific ways to look at balance. Some games are Player versus Player, or PvP. Other games are Player versus Environment, or PvE.

Difficulty level selection
Difficulty level selection

In PvE, you fight against computer characters instead of people. Some games also use a game economy. This is how players trade resources like items or time. In some games, players can even protest if a nerf changes the economy too much. This happened in the game Anarchy Online.

Balance can be split into two main types. Static balance looks at rules that are set before the game starts. This includes things like how much health a player has. Dynamic balance looks at how things change while you play. This includes moving objects or how players interact. Designers also think about the balance between skill and chance. Dice can add chance so a weaker player might beat a stronger one. Most designers want skill to matter more than luck.

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File:Dice (typical role playing game dice).jpg
Dice (typical role playing game dice).jpg
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Difficulty level selection.png
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704203770 5 yLy6.jpeg
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