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Internal Balance in Game Design

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GamesPrecipice
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Joined: 12/19/2013

This week we are covering internal balance: the opportunity cost of all available options on a player's turn. Included are the concepts of Transitive versus Intransitive relationships and several methods game designers can use to implement balance in their designs. Any feedback is appreciated!

http://gamesprecipice.com/internal-balance

jhrrsn
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Joined: 01/03/2014
I found this article really

I found this article really interesting - balance is always a hard thing to nail down and your use of examples really helped to illustrate your points.

Incidentally, i heard a great quote about balance today from one of the devs working on the new Bungie game, Destiny:

Quote:
Balance in games is not 'everybody is equal', rather 'everybody is not making the same decision'.

X3M
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Joined: 10/28/2013
That is so true.

That is so true.

Once I learned about this in a proper way. I immediately tested it out. And had to change my formula or to throw my entire game away. Luckily I found a solution.

If you are building a wargame, check if players really would use each unit. And that a certain unit will not be replaced by a better one. I am talking about a situation where RPS has notching to do with it.

Good read.

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