{"id":111,"date":"2011-05-02T11:07:36","date_gmt":"2011-05-02T15:07:36","guid":{"rendered":"http:\/\/blog.bulletpattern.com\/?p=111"},"modified":"2011-05-19T11:20:41","modified_gmt":"2011-05-19T15:20:41","slug":"how-to-properly-imbalance-your-game","status":"publish","type":"post","link":"http:\/\/blog.bulletpattern.com\/?p=111","title":{"rendered":"How to Properly Imbalance Your Game"},"content":{"rendered":"<p><strong>Balancing Act<\/strong><\/p>\n<p>Over the past couple of years I have been working on character-based\u00a0competitive\u00a0games. These are the kind of games where the word &#8220;balance&#8221; is repeated ad nauseam. \u00a0As a (somewhat) competitive fighting game player myself, I have strived tirelessly to make our games as\u00a0balanced\u00a0as possible. \u00a0I have created\u00a0complex\u00a0tables to value character\u00a0abilities, poured over win\/loss data, and charted every balance change I have made and the corresponding results.\u00a0\u00a0I have seen the delicate balance these games have, the\u00a0slightest\u00a0adjustment can take a character from best to worst. A little nudge back the other way take the worst\u00a0character\u00a0to incredibly overpowered.<\/p>\n<p>It&#8217;s been said that true balance in these types of games should be a designer&#8217;s goal, even though it&#8217;s impossible to accomplish. However, after working on these games, and watching the players and\u00a0communities, I have come to the conclusion that not only is perfect balance impossible, a perfectly balanced game is not as good as a somewhat imbalanced game.<\/p>\n<p><strong>Emotionally\u00a0Imbalanced<\/strong><\/p>\n<p>There are more factors at play in\u00a0competitive\u00a0games than just numbers, there are emotional factors as well. An imbalanced game benefits from this. When a game is imbalanced, it creates stories. There are\u00a0villains\u00a0(the overpowered) and underdogs (the underpowered) and all\u00a0manner\u00a0of journeymen in between. People love to see underdogs win and champions fall.<\/p>\n<p>Perhaps you have seen <a href=\"http:\/\/www.youtube.com\/watch?v=XeM0rH_4ung\" target=\"_blank\">this Street Fighter video<\/a> of Ken defeating Chun-li. There is a lot of factors behind this video, the players, the pressure of the tournament, the technical skill of the feat but there is also the emotional factor for players of the game: \u00a0Chun-li is overpowered. Granted, Ken is top-level character as well, but seeing Chun-li lose feels good. Now imagine that video was the most powerful character defeating the least powerful character. The emotion would go the other\u00a0direction\u00a0entirely.<\/p>\n<p>Imagine a game that was <em>truly<\/em> balanced, there would not be the strong stories of pulling out a win when disadvantaged. Players would not be able to\u00a0shrug\u00a0off losses against overpowered characters, thereby retaining\u00a0their\u00a0sense of self-worth. Much of the underlying emotional responses to these types of games would be lost. Players claim to desire a perfectly balanced game but this mythical game would remove a great deal of what they love about character-based\u00a0competitive\u00a0games.<\/p>\n<p><strong>Goals<\/strong><\/p>\n<p>Eschewing\u00a0the concept of a perfectly balanced game is rather freeing for a designer. Since we are now ignoring the concept of a perfectly balanced game, what are our design goals?<\/p>\n<ul>\n<li>A range of balance, not a perfect balance. Set an acceptable range.<\/li>\n<li>Be aware of imbalance and design for it.\u00a0Knowingly\u00a0create your\u00a0villains\u00a0and underdogs.<\/li>\n<\/ul>\n<p><strong>Warning Signs<\/strong><\/p>\n<p>This goal of imbalance can go too far. What are the warning signs that our balance is out of hand?<\/p>\n<ul>\n<li>Players are not choosing a variety of characters.<\/li>\n<li>Players default to a certain character after losing<\/li>\n<\/ul>\n<p><strong>Balancing Along the Way<\/strong><\/p>\n<p>You are going to be making tweaks as you go. What should inform your design decisions?<\/p>\n<ul>\n<li>Are the characters fulling the role you meant them to fill such as run away, hit &amp; run, rushdown, etc.?<\/li>\n<li>Is a character far outside of your balance range?<\/li>\n<li>Does a character come down to repeating one action over and over?<\/li>\n<\/ul>\n<p><strong>An Example<\/strong><\/p>\n<p>Our fighting game, TKO, is a relatively simple game and therefore much easier to balance than most fighters. However, there were some\u00a0challenges. Let&#8217;s take a look at the character wins over our three releases. (The percentages are wins per play but are lower than 50% due to dropped players)<\/p>\n<p><a href=\"http:\/\/blog.bulletpattern.com\/wp-content\/uploads\/2011\/05\/tko_chart.png\"><img loading=\"lazy\" decoding=\"async\" class=\"alignnone size-large wp-image-115\" title=\"tko_chart\" src=\"http:\/\/blog.bulletpattern.com\/wp-content\/uploads\/2011\/05\/tko_chart-1024x794.png\" alt=\"TKO win chart\" width=\"450\" height=\"348\" srcset=\"http:\/\/blog.bulletpattern.com\/wp-content\/uploads\/2011\/05\/tko_chart-1024x794.png 1024w, http:\/\/blog.bulletpattern.com\/wp-content\/uploads\/2011\/05\/tko_chart-300x232.png 300w, http:\/\/blog.bulletpattern.com\/wp-content\/uploads\/2011\/05\/tko_chart.png 1530w\" sizes=\"auto, (max-width: 450px) 100vw, 450px\" \/><\/a><\/p>\n<p>You can see on the red-square line we had a character (Swampfire) far out of the acceptable range. It turned out he had a bug and one of his\u00a0moves\u00a0was much more powerful than intended. Fixing this bug brought him down to an acceptable range but kept him at the top of the rankings.<\/p>\n<p>The blue-square line (Chef) &amp; the purple-X line (Munya) characters shared a bug that we didn&#8217;t find until Release 2. They dropped slightly but stayed well in the acceptable range.<\/p>\n<p>The blue-diamond line (Big Chill) was a\u00a0character\u00a0that had a very abusable move that players just repeated over and over. While he was not as overpowered as Swampfire, playing against him was frustrating for players and a detriment to the game. Fixing this abusable move dropped him significantly in the ratings, to the very bottom. He even received some\u00a0significant\u00a0buffs by release 3 but players still tried to win by abusing this now non-working strategy. I haven&#8217;t run the numbers lately but I wonder if these players have\u00a0learned\u00a0their lesson and Big Chill&#8217;s win percentage has improved? Or maybe I made him too\u00a0underpowered\u00a0and he could not recover?<\/p>\n<p><strong>More to Come<\/strong><\/p>\n<p>Our new game Project Exonaut has the same character-based\u00a0flavor\u00a0of TKO and \u00a0am keeping up with balance all the time. I will be posting my finding here along with my predictions of balance and the results.<\/p>\n<p><strong>Conclusion<\/strong><\/p>\n<p>I am in no way condoning ignoring balance entirely but designers should be aware of the emotional factors a somewhat imbalanced game creates and how\u00a0valuable\u00a0those factors are.\u00a0As long as your players <em>choose<\/em> their place in the balance and you game continues to display variety of players, embrace the imbalances and enjoy the endless debates of which character is the best.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Balancing Act Over the past couple of years I have been working on character-based\u00a0competitive\u00a0games. These are the kind of games where the word &#8220;balance&#8221; is repeated ad nauseam. \u00a0As a (somewhat) competitive fighting game player myself, I have strived tirelessly to make our games as\u00a0balanced\u00a0as possible. \u00a0I have created\u00a0complex\u00a0tables to value character\u00a0abilities, poured over win\/loss [&hellip;]<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[5],"class_list":["post-111","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-game-design"],"_links":{"self":[{"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/posts\/111","targetHints":{"allow":["GET"]}}],"collection":[{"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=111"}],"version-history":[{"count":7,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/posts\/111\/revisions"}],"predecessor-version":[{"id":118,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=\/wp\/v2\/posts\/111\/revisions\/118"}],"wp:attachment":[{"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=111"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=111"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/blog.bulletpattern.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=111"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}