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Game balance

arts Maturity 11-13 Next article →

Game balance is a specialized branch of game design. Its primary goal is to improve the user experience. Designers achieve this by balancing difficulty and fairness. They adjust rewards, challenges, and specific game elements to meet an intended experience. This process ensures that gameplay remains engaging for the player. Many experts study this field. Names like Ernest Adams, Jeannie Novak, Ian Schreiber, David Sirlin, and Jesse Schell are prominent in these discussions. You can also find these topics on YouTube channels like Extra Credits, GMTK, and Adam Millard.

704203770 5 yLy6
704203770 5 yLy6

To understand balance, one must understand game mechanics. These are the constructs that let players interact with the game world. Mechanics define the goals and the ways players can achieve them. They also dictate what happens when a player tries to act. Mechanics include win-loss conditions, feedback loops, and competitive or cooperative gameplay. Designers categorize game elements to describe their specific roles. These elements range from a player's special ability to the complex relations between different mechanics.

Difficulty level selection
Difficulty level selection

Designers often use buffs and nerfs to maintain balance. A buff is a change that increases the utility of an element. This could be an item, a mechanic, or an environment. A nerf is a change that decreases that utility. The term "nerf" first appeared in the game Ultima Online. It referenced the soft bullets of Nerf brand toys. There is no concrete evidence for the origin of "buff," but it may come from bodybuilding slang. These changes are common in Massively Multiplayer Online Role-Playing Games (MMORPGs). Designers use them when a new feature causes unexpected changes to the game mechanics.

When elements are not balanced, they are called overpowered or underpowered. An overpowered (OP) element is too strong even at its highest cost. It might be the best choice in too many situations. This can marginalize other choices or be too hard to counter. An underpowered (UP) element is too weak even at its lowest cost. It becomes a poor option because it is weaker than similar choices. A "gimp" is a specific type of underpowered character or ability. This can happen if a player develops a character inefficiently. Sometimes, developers purposely gimp a character to provide an incentive for leveling up. For example, the Mystic Knight in Final Fantasy starts weak but becomes powerful at high levels.

Balance also involves the relationship between skill and chance. Elements like dice add chance to a game.

Dice (typical role playing game dice)
Dice (typical role playing game dice)

Chance allows a weaker player to defeat a stronger one. However, most designers believe skill should have more influence over the outcome. They often prefer many small random elements over a few large ones. This makes extreme results less likely. Difficulty is another key factor. It is vital in Player versus Environment (PvE) games. In PvE, players compete against the environment or non-player characters (NPCs). In Player versus Player (PvP) games, players compete against each other. Difficulty should ideally increase as players unlock more power.

Difficulty level selection
Difficulty level selection

Balance can be divided into static and dynamic components. Static balance concerns the rules and elements set before a match starts. Examples include player health or the amount of ammo left. Dynamic balance describes how things change during the game. This includes the interaction between players and the environment. Designers also manage game economies. A resource can be a commodity, a unit, or even time. Economies can be open, receiving new resources, or closed. In online games, designers must make these economies sustainable and fun. If a nerf changes the value of items, it can cause prices to fluctuate. This can lead to player resentment or even legal issues if items have high economic value.

Finally, designers strive for fairness and the "illusion of winnability." Fairness means players have roughly the same chance of winning at the start. In action games, like Halo, fights might actually be unfair to create tension. This is a form of managing unfair scenarios. The illusion of winnability provides motivation to keep playing. Chris Crawford noted that Pac-Man is popular because it appears winnable, even if it is not. If a player fails, they should feel the failure was their fault. They should believe they can correct it by playing better next time. This keeps the player engaged with the game's challenges.

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