Chance While the optimal ratio between skill and
chance are dependent on the target group, 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. Tim Barry of
InfoWorld wrote in 1981 that any good computer game "must be totally fair", although it could still be "complicated or random or
appear unfair". 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". This potential for unfairness creates uncertainty, leading to the tension and excitement that action games seek to deliver. 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. 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. Game designer
Dani Bunten, when asked how to balance gameplay, gave the one-word response of "Cheat." Asked how to respond to complaints about this from gamers, she said, "Lie!"
Meaningful decisions 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. Meaningless decisions, also called trivial decisions, do not add anything desirable to a game. They might actually harm the game by unnecessarily making it more complex. 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 Strategies are specific combinations of actions to achieve a certain goal. 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 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. However, there is no objective border when a slightly better strategy becomes dominant.
Metagame Metagame describes a game around the actual game, including discussions, like in forums, interactions between players, e.g. on local tournaments, but also the influence of extrinsic factors like finances. 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.
Positive and negative feedback 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. 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. 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 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.
Rewards Every player desires rewards, e.g. new game content or a simple compliment. Rewards should get bigger as the playtime increases. They give a player the feeling of doing something right and can enhance progress. A little bit of uncertainty about rewards makes them more desirable for many players.
Solvability 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. Generally, it is undesirable if a game can easily be solved, since this makes decisions meaningless, and games become boring faster. 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.
Symmetry and asymmetry Symmetric games offer all players identical starting conditions and are therefore automatically fair in the above stated sense. While they are easier to balance, they still must be balanced, e.g. regarding their game elements. Most modern games are asymmetric though, while the grade of asymmetry can vary greatly.
Fairness becomes even more important for those. 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.
Systems and subsystems 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. It is therefore crucial to consider how changes can affect the balance as a whole.
Transitivity and intransitivity (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. 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. == Balancing process ==