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!
Internal Balance in Game Design
Thu, 01/16/2014 - 20:40
Fri, 01/17/2014 - 18:59
#1
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:
Balance in games is not 'everybody is equal', rather 'everybody is not making the same decision'.
Sat, 01/18/2014 - 06:26
#2
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.