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How Games Get Balanced | Game Maker's Toolkit

🕑 Added 2019-04-10 13:05:28 +0000 UTC

Comments

Rodrigo Rojas-Ferrer

When I was getting my Masters in game design, we had to do an assignment about game balance, where we supported out hypothesis about a game’s balance or imbalance by using mathematical models. I was the only one that focused on a single player game (Pokemon ORAS) where I sought to show that the game indeed had “too much water”. What I found interesting was how the imbalance didn’t make the game any easier or harder, but greatly decreased the viable options for Pokemon you could use throughout the story. So, as you said, balance is also psychological since it can alter a player’s enjoyment regardless of difficulty; or, it can make certain design decisions moot since players will avoid or never consider certain decisions. Great video, by the way!

Game Maker's Toolkit

Yeah, balance is a subject that impacts single player too. Especially things like "how do you stop the player using the same tactic over and over". So it's a topic I'll come back to, for sure

Dragonnox

Would be interesting to see a video on the same idea but for singleplayer games too, how do you keep a game rewarding but still challenging as the player gets better? Ramp up the difficulty, or change the level of the enemy in an RPG like Octopath Traveller or Skyrim, etc. There must be a fine balance needed there too, and other ideas that do the same thing while still making the player feel rewarded for overcoming the challenge.


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