The Daily Grind: What is balance?
Filed under: Classes, Culture, Game mechanics, Opinion, The Daily Grind
"Nuh uh! You can't do that! I have a forcefield!"If you've ever played with action figures as a child, you've probably bellowed those words. Your friend finds a way to infiltrate your G.I. Joe base, and the last resort is always a forcefield. Some mystical, magical protective layer that acts to prevent any harm coming to your team. Congratulations, you've just balanced out your friend's superior tactical abilities with your own ridiculousness.
Balance is in the eye of the beholder. If you ask a group of World of Warcraft players which class is the most over-powered, they will all give different answers. Now that's balance. Lately in MMOs, we have this trend of eternal balance. Someone finds out that a warrior class can beat a mage class 2 out of 3 times, so the developers nerf the warrior to compensate. Then we find out the healer class can now beat the wimped-out warrior class, so they nerf the healer class. This trend continues until all classes basically suck and people leave the game for the next flavor of the month. Why must the bar always be lowered? Does this obsession with a preconceived equal playing field really help sell your game?
We understand that if there was a certain class that was better than the rest, most players would roll that class. However, that's not always the case. Sometimes people just have their own personal preference and don't need to always be the best. Maybe they rolled a Dwarf because they like their racial mount, or an Elf because they prefer their starting city. Assuming that a class is overpowered in one regard doesn't necessarily mean that this appeals to all players. Of course the lop-sided combat issue shouldn't apply to PvP, but why not apply this theory to PvE, perhaps in a separate part of your game? Lord of the Rings Online did this very thing with Session Play, and it has become a player favorite.
So I ask you, oh wise and worldly Massively readers, what is your own balance theory? Should MMOs always strive to balance every class, every spell, every aspect of the game to make sure it boils down to player skill over class benefits? Should there be areas of a character class that can dominate others, such as one being better at combat while another is inherently better at crafting? There are so many different ways that balance can branch in an organic, living online game, so we'd be curious to hear your thoughts.















Reader Comments (Page 1 of 1)
8-23-2008 @ 8:44AM
Wjowski said...
The idea of 'Balance' is a myth and a trap. Pen and paper couldn't manage it it, text MUDs couldn't manage it, and MMOs still can't manage it. There's always going to be a class or skillset viewed as undesireable or weaker than it should be (whether rightfully or wrongly).
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8-23-2008 @ 8:11PM
recursive said...
You can only approach balance really, not try to enforce it. Gamers are an inventive bunch.
And sometimes, balance may not be what you're after. My favorite theory from a few months back was that the classes in a certain MMO weren't supposed to be balanced, but that changes were designed to change the dynamics between them every once and a while.
I doubt that was the case, but the idea certainly was interesting.
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8-23-2008 @ 9:12PM
Jeromai said...
I think Guild Wars had a creative take on balance. They didn't aim for balance. They aimed for opening up all the options so that you could be practically any class you wanted (switching secondary professions, alts for new primaries) and swap all your skills in and out as desired.
They nerfed things here and there to keep some change in motion, and basically force constant redesign of counters and counters to those counters. But it never really felt personal to the extent that it would cripple the way you played, simply because you could -change- the way you played, any time, to go hunting for the next OP build.
Meanwhile in other games, any time the balancing axe swings, you worry that you'll no longer be able to do something you're accustomed to doing, and wonder what imposition on one's playstyle is going to happen this time.
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8-23-2008 @ 11:16PM
Cray said...
Greatest system for game balance is the use of the triangle, also known as Scissors, paper, and rock.
The problem with MMOs is that the game cannot adhere to the level of gameplay that gamers exert. Another words players are always going to find a way around the rigid systems or poorly scripted AI to advance (PVE). Even more problematic it that players don't often follow the rigid system among themselves (PVP).
1.) The solution is to enforce fair play in PVP with more education and openness of strategies and techniques.
2.) Improving the AIs script to more accurately adjust to the player skill level.
Unfortunately its very hard to do these two things, so there's always going to be someone who finds the crack in the system because they were thinking outside the box.
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