I’m going to talk about game balance specifically in the context of a video game that I made. You can play this game for free in browser, or pay for an expansion. But statistically most of you have not done that, and I’m not telling you to try it. To serve this discussion, I will assume that the player has zero knowledge, and is not interested in playing the game. (I also wrote a design post-mortem, but that assumes you’ve played it.)
In a strategy game, the intuitive meaning of “balance” is that when the player is presented with several options, the options are roughly equally strong. But that’s not exactly right. If every option were equally strong, then player choices wouldn’t matter very much. So the way I think of it, balance is not the end goal, it’s just a means to an end. The true objective is to present the player with interesting non-trivial choices. If one option straightforwardly dominates the other options, then player may eventually figure it out, making the choice trivial.
That concludes my context-free discussion of game balance. Balance is a context-dependent idea, and it can be more deeply discussed in the context of a specific game or genre.
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