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Balancing Game Systems Print

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Making the numbers work.

WHAT BALANCE MEANS

No option being clearly best, and no option being useless.

WHAT DOMINANT STRATEGY MEANS

One approach outperforming all others, collapsing choice.

WHY IT IS THE PRIMARY FAILURE

It removes the decisions the systems existed to create.

WHAT TO LOOK FOR

Options nobody chooses Options everybody chooses Combinations far exceeding intended power

WHAT TO DO ABOUT UNDERUSED OPTIONS

Strengthen them, rather than weakening everything else.

WHY

It preserves the feeling of power.

WHAT TO DO ABOUT DOMINANT ONES

Reduce them, if they trivialise the game.

WHAT TO BE CAREFUL WITH

Changing values players have invested in Frequent adjustments that unsettle Balancing for the most skilled players only

WHAT DATA HELPS

Usage rates per option Win rates, where applicable Where players stop

WHAT DATA CANNOT TELL YOU

Whether something is enjoyable.

WHAT TO COMBINE IT WITH

Playing, and watching others play.

WHAT TO KEEP

Balance values in data, adjustable without rebuilding.

WHAT TO DOCUMENT

The intended role of each option.

WHY

Balancing without knowing the intent produces homogeneity.


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