Balance is
an important concept in games. It gets talked about frequently,
especially in any game with a competitive element. But what is
balance? It turns out that that question can be surprisingly
difficult to answer, in part, because it can refer to a lot of
things. Conceptually, balance is the equivalence of two measures;
that is, an even scale. It can also refer to stability; something
that is well balanced won't fall down.
The
concept of game balance is generally derived from that first
definition; the equivalence of two measures. I call this Balance
of Power (BoP) because the two
measures are usually the power (strength, effectiveness, efficiency,
etc.) of two "things", such as weapons or skills. The
problem with determining the evenness of Balance of Power is that
everyone has a different scale, and each scale is weighted
differently. These scales are built from a person's perspective, and
they are influenced by their skill, preferences, and prejudices.
Effectively, there is nearly no such thing as an objective balance of
power. Put another way, balance
of power is almost entirely subjective.
Now,
there is one clear instance where balance of power is objective, and
that is when the only difference between two objects is one number –
for example, a sword that deals 8 damage a hit versus a sword that
deals 12 damage a hit. The sword that deals 8 damage is strictly
worse than the one that deals 12, and thus, they are imbalanced. Of
course, people generally don't complain about this sort of imbalance,
because in the genres of games where this occurs, such imbalances are
not only expected, but often desirable, as they allow for
progression.
This
concept leads straight into another definition of balance, and one
that I think is far more useful: Balance
of Environment (BoE).
This balance refers to the environment in which a player plays, and
can also be referred to as the balance of emotion or the balance of
experience. It is this type of balance that asks the question, "Does
this thing, or the relationship between these things, result in a
desirable experience/emotional response/environment for the player?"
Too
often we, players and game creators alike, get caught up in arguments
about the balance of power; too much effort is put into trying to
achievement a flat power curve – whatever that even looks like
given that everyone has their own idea of its appearance. Far more
time needs to go into evaluating that above question. There needs to
be a responsiveness to the concerns of the community; though
remember, complaints about balance of power are flavored by their
perspectives. That said, if something prevents the community from
having fun, enjoying, or engaging with the game, then I argue that it
is imbalanced from a Balance of Environment perspective.
And
so, I leave you, dear reader, with these thoughts: Remember that your
concept of balance of power is influenced by your perspective, and
seek to find solutions when you answer, “No,” to the question,
“Does this thing, or the relationship between these things, result
in a desirable experience/emotional response/environment for the
player?" Also, remember that the balance of power is part of the
balance of environment, and that in order to have a true feeling for
what the balance of power most approximately is requires
understanding the people who are making claims about its nature.