Zorba the Hutt
Arcane
- Joined
- Dec 14, 2012
- Messages
- 1,865,738
Balance is simply the process of relating number values within the game to one another in a way that makes sense. It is, as I said, a part of the design of every single player game you've ever played. It is not a bad word invented by Sawyer.
Sure, balance is a consideration in every game, with some designers succeeding better than others. But I think when "balance" is thrown around as a derogatory term here it's in terms of what the perceived priorities of the designer in question are.
Some designers appear to favour systems which are designed from the ground up to be easy to balance, while others emphasise an interesting and varied system and then do the best they can to balance it. An example of the first approach would be a system where all single-handed weapons do the same damage, with some interest added to the system with differing situational bonuses. The designer would then just have to adjust these bonuses until every bonus was equally valuable, albeit possibly in different situations.
An alternative would be having different damage ranges for each weapon, balanced by some weapons having better bonuses than others. So, for example, a club would do more damage than a dagger but only have a small bonus against heavy armour, while a dagger would have an obviously better bonus of being much faster and getting more attacks. This approach has two moving parts instead of one and would be much harder to balance, in a game with lots of weapons you'd be more likely to end up with imperfect balance and certain weapons favoured by certain builds. But some would find it a more interesting system to play around with and replay in different styles.
Like everything in these debates I guess it comes down to personal preference. Some see Sawyer's systems as elegant, symmetrical and a sensible approach to designing complex games. Others deride it as looking good on a spreadsheet, but lacking long-term interest and not sufficiently rewarding those who put effort into mastering the system. I'd say the "everything is equally viable" focus is a positive for those who haven't played this sort of game before, I guess we'll see how it affects replayability in the long term.