Balance & Probability

Defining balance and imbalance

Imbalance are often throw by players to refer to which a game offers a fair or unfair challenge.
Balancing: Adjusting the elements of a game to meet an intended experience. In other words, we are fine tuning the mechanics of our game in order to derive the attended aesthetics. There’s more to it than just mechanics.

Common balance consideration:
  • Freedom vs Control
  • Length VS Pace
  • Economics
  • Rewards vs Punishment
  • Amount of choice
  • etc.

Source of Unfairness:

  • Reinforcing relationship - winning at one element of the game reinforces somewhere else in the game, create a positive feedback loop that lead to a slippery slope mechanic. (A stronger player keeps getting advantages and growing stronger until it leads to insurmountable lead)
  • Dominant Objects - are part of the game that are simply better option for a player to take if they want to do well at the game. (Rock Scissor Paper Trap: you think rock would beat paper half of time on top of beating scissors all the time, rock in this case has a better chance of winning)
  • Starting Position: The resources and abilities that begin with impacts the fairness. Example: double the starting money on Monopoly. Most billionaires in real world come from a exceedingly wealthy parents.
  • Scripting: Built-in AI advantages. AI not smart enough, designer tweak the AI to make player feel competitive in Mario racing.

Recommend Game Design Workshop by Tracy Fullerton

Discuss:

Some games are easier or header to balance.

Symmetrical game like chess have some challenges to make sure that there are no dominant pieces or the slippery slope of losing pieces does not get too bad.

Asymmetrical game, the award-winning board game root. The players have different starting positions and mechanics. Not really unfair, the game sells for unbalance itself. Part of the fun could be bringing the leader down. Having one part stronger is not a big deal as long as the player can see it and plan ahead.

Asymmetric gives more personalization.

Game does not have to be balance all the time. Might not apply to competitive game. Dark Soul can be fun when you play them.

RNG - Random Number Generator

  • Create simple math model

Balance Tips

  • Make Large adjustments (doubles and halves)
  • Document the process
  • Try self-balancing. Building in supply and demand in a game or letting player auction for certain items can reveal a lot about what was balanced well or not
  • Consider numerical relationships - look at relationships are between different elements of the game and how they progress through the game. Fibonacci sequence is commonly used for an interesting experience points progression.
  • Model your game - Create simulation of the game. Excels or Euros domains machinations to simulate AI driven playtests.

Players skills, shenanigans are hard to predict. Brings back to Chance and RNG. Skills and chances are connected. For example, basket ball players free throw score chance.

Discussion

How do you feel about symmetrical versus asymmetrical game designs?

Does a game always have to be fair?

What is the most unfair game you have played an why?