0:00:04.190,0:00:08.430 If you’ve spent any amount of time in a[br]multiplayer lobby, you’ve probably heard 0:00:08.430,0:00:12.030 words like overpowered, cheap, and unfair. 0:00:12.030,0:00:16.610 What these players are arguing about is the[br]game’s balance. 0:00:16.610,0:00:21.500 Balance is the art of making sure that all[br]options in a multiplayer game are fair: so 0:00:21.500,0:00:26.710 none are underpowered, and thus pointless[br]to use. And none are overpowered, and thus 0:00:26.710,0:00:28.550 dominate everything else. 0:00:28.550,0:00:33.660 Here’s the thing though: most video games[br]aren’t just striving for balance. But balance 0:00:33.660,0:00:36.809 among a wide range of distinctly different[br]options. 0:00:36.809,0:00:41.870 You don’t have to work that hard to balance[br]a symmetric game - which is one where all 0:00:41.870,0:00:47.350 players have the exact same starting conditions.[br]But most games are asymmetric - which means 0:00:47.350,0:00:51.390 players are facing off against each other[br]with completely different stuff. 0:00:51.390,0:00:56.159 And in a game where players can pick from[br]74 different fighters or 140 0:00:56.159,0:01:01.550 unique champions, the developers are counting[br]on them all being equally viable among players 0:01:01.550,0:01:03.659 of roughly the same skill level. 0:01:03.659,0:01:04.790 So how do they do it? 0:01:04.790,0:01:10.860 Now, I should say, balance is an incredibly[br]difficult pursuit. It can be an entire department 0:01:10.860,0:01:16.540 at certain companies, and Riot’s League[br]of Legends has had more than 200 balance patches 0:01:16.540,0:01:22.330 in the last decade. Plus it’s not just about[br]numbers, but player psychology, with Overwatch’s 0:01:22.330,0:01:26.800 Jeff Kaplan saying “the perception of balance[br]is more powerful than balance itself”. 0:01:26.800,0:01:33.240 So this is not going to be an intensive tutorial. Instead, Game Maker’s Toolkit presents 0:01:33.240,0:01:40.060 a whirlwind tour through the ways games are[br]balanced - and rebalanced - and rebalanced 0:01:40.060,0:01:42.310 - and rebalanced. 0:01:42.310,0:01:47.270 So how do developers go about balancing a[br]game in the first place? Well, the first consideration 0:01:47.270,0:01:53.300 is trade-offs. This is when you essentially[br]cancel out a character’s competitive advantages, 0:01:53.300,0:01:54.680 with drawbacks. 0:01:54.680,0:02:00.310 Think of Mario Kart characters, where heavy[br]racers like Donkey Kong have a high top speed, 0:02:00.310,0:02:05.140 but low acceleration, while featherweight[br]racers like Toad are the opposite. On the 0:02:05.140,0:02:08.630 right track design, they’ll be almost evenly[br]balanced. 0:02:08.630,0:02:13.550 You can think of characters as having a “power[br]budget” - at least that’s why Riot calls 0:02:13.550,0:02:19.870 it. Advantages are a cost, but disadvantages[br]are a discount. If all characters are just 0:02:19.870,0:02:24.500 about hitting the limit of the same power[br]budget, they’ll be closer to being balanced. 0:02:24.500,0:02:29.530 It’s rarely that easy, of course. I mean,[br]okay, sometimes you’ll get a card that does 0:02:29.530,0:02:36.010 1 damage to all minions and another that does[br]4 damage to all minions. That’s an easy one: just make 0:02:36.010,0:02:39.010 the second card cost a bit more energy. 0:02:39.010,0:02:43.680 But how do you calculate the power budget[br]for completely incomparable options like heroes 0:02:43.680,0:02:48.950 in Overwatch? Or options with dozens of stats[br]to tweak? Like, when Bungie was reigning in 0:02:48.950,0:02:54.150 the initially overpowered sniper rifle in[br]Halo 3, it had loads of stats it could tweak 0:02:54.150,0:02:59.050 such as clip size, time to full zoom, reload[br]time, and max ammo. 0:02:59.050,0:03:03.480 (It ultimately decided the best knob to tweak[br]was the time between shots, which it bumped 0:03:03.480,0:03:06.370 from 0.5 to 0.7 seconds). 0:03:06.370,0:03:11.500 What’s important, though, is to celebrate[br]the big differences between choices. The sniper 0:03:11.500,0:03:16.380 rifle and the shotgun offer a more exciting[br]choice to players than two types of assault 0:03:16.380,0:03:19.900 rifle - even though the latter is much easier[br]to balance. 0:03:19.900,0:03:25.420 So I agree with ex-Blizzard designer Rob Pardo[br]when he warns designers against using the 0:03:25.420,0:03:28.716 maths to balance games into mediocrity, saying 0:03:28.716,0:03:31.510 ROB PARDO: "you’re gonna end up with a game where 0:03:31.510,0:03:35.489 everything kinda feels the same. And you can high[br]five each other and say it’s balanced, but 0:03:35.489,0:03:38.240 is it fun? Probably not”. 0:03:38.240,0:03:43.550 Another consideration is counters. This is[br]when we give characters the ability to negate 0:03:43.550,0:03:49.069 each other’s moves and strategies. For example:[br]a quick Zerg rush in Starcraft is all well 0:03:49.069,0:03:54.520 and good - unless your opponent is one step[br]ahead and has already built defensive bunkers. 0:03:54.520,0:03:59.900 And what we ideally want is for everything[br]to have a counter. So a defensive Starcraft 0:03:59.900,0:04:06.160 player can, in turn, be countered by a more[br]economical strategy, where you save up resources 0:04:06.160,0:04:10.480 to build units that can eventually crush those[br]bunkers into dust. 0:04:10.480,0:04:15.450 And we could make a counter to that counter,[br]and so on - but then we’d be here for forever. 0:04:15.450,0:04:19.780 There’s a more elegant solution though,[br]because how do you deal with someone who’s 0:04:19.780,0:04:23.360 sitting around saving up money? Well… a[br]rush. 0:04:23.360,0:04:29.520 And, wouldn’t you know it… it’s rock,[br]paper, scissors. This goofy game you play 0:04:29.520,0:04:34.440 to see who has to do the washing up might[br]be incredibly simple and lacking any strategic 0:04:34.440,0:04:40.680 depth, but it is perfectly balanced - because[br]everything has a counter, and everything is a counter. 0:04:40.680,0:04:43.880 EDDIE: Damn man, killed those scissors. 0:04:43.880,0:04:48.940 And that’s why it forms the backbone of[br]a lot of multiplayer games. Pretty much every 0:04:48.940,0:04:54.160 fighting game has a system like this, such[br]as Dead or Alive which boasts about its triangle 0:04:54.160,0:04:59.160 system, where strikes beat throws, throws[br]beat holds, and holds beat strikes. 0:04:59.160,0:05:04.490 In strategy games, it’s not just the strategies[br]that work like this, but the individual units. 0:05:04.490,0:05:08.480 And the different Pokemon types all sit in[br]a massive web of interlocking counters - but 0:05:08.480,0:05:12.250 starting, of course, with fire, water, and[br]grass. 0:05:12.250,0:05:17.690 Rock, paper, scissors is a great balancing[br]framework to start from, because you can ensure 0:05:17.690,0:05:22.650 that no element is overpowered - it’s countered[br]by something. And no choice is irrelevant 0:05:22.650,0:05:26.310 - it at least works as a counter to something[br]else. 0:05:26.310,0:05:32.460 And also, in strategy games at least, it encourages[br]mixed strategies, it makes you into a multi-disciplinary 0:05:32.460,0:05:37.470 player, and it forces you to switch tactics on[br]the fly in a really dynamic way. 0:05:37.470,0:05:42.520 And in class-based games, it’s a great way[br]of automatically making mixed teams. 0:05:42.520,0:05:48.660 Take Team Fortress 2, where seven of its nine[br]classes fit into a complex web of interlocking 0:05:48.660,0:05:54.190 and interchangeable triangles of rock, paper,[br]scissors. Here, teams must pick complementary 0:05:54.190,0:05:59.870 classes to protect each other from weaknesses.[br]If you’re an Engineer and Spies keep sapping 0:05:59.870,0:06:03.490 your sentries, then you’re going to need[br]to get one of your team mates to switch to 0:06:03.490,0:06:05.000 Pyro. 0:06:05.000,0:06:09.410 These counters are often described as hard[br]counters if they completely shut something 0:06:09.410,0:06:14.680 down - like a punch is a hard counter to a[br]throw in ARMS because it will nullify the 0:06:14.680,0:06:20.690 effect every single time. But soft counters[br]just mean one choice will have an advantage 0:06:20.690,0:06:28.190 over the other. McCree will outperform Tracer,[br]but his chance of winning is far from 100%. 0:06:28.190,0:06:33.100 When it comes to counters, it’s really important[br]to figure out what are the hands and what 0:06:33.100,0:06:34.310 are the throws. 0:06:34.310,0:06:39.270 The hands are the things that get locked in[br]before the match even starts. You know, the 0:06:39.270,0:06:45.740 characters and the races. The throws are the[br]things you pick during the match. The moves, 0:06:45.740,0:06:51.320 the units, and the strategies. And in a team-based[br]game, like Overwatch, the entire team is the 0:06:51.320,0:06:55.190 hand, while the individual players are the[br]throws. 0:06:55.190,0:07:00.100 The throws are specifically designed to be[br]unbalanced against each other, to create that 0:07:00.100,0:07:05.669 back-and-forth counter-play and teamwork.[br]But the hands are supposed to be balanced, 0:07:05.669,0:07:11.240 and so they should have access to all of the[br]throws. If Zangief simply couldn’t block, 0:07:11.240,0:07:14.410 for example, he would be unusable. 0:07:17.320,0:07:22.040 So you’ve got a bunch of characters, with[br]trade-offs and counters, and you think you’ve 0:07:22.050,0:07:26.520 made them balanced. But how do you actually[br]make sure that’s true? Well this is when 0:07:26.520,0:07:31.560 we start collecting data - either from internal[br]play-testers, or the millions of people playing 0:07:31.560,0:07:32.720 your game online. 0:07:32.720,0:07:36.940 Now you might think that all you need to do[br]is track how often each character results 0:07:36.940,0:07:42.440 in success - i.e it’s “win rate”. And[br]if a character has a 50 percent win rate, 0:07:42.440,0:07:43.500 it’s balanced. 0:07:43.500,0:07:49.120 But, like all stats, this can be misleading.[br]Imagine a fighting game with three characters 0:07:49.120,0:07:54.660 - and if Ryu won every match against Chun-Li[br]and lost every match against Cammy, his win-rate 0:07:54.660,0:07:58.979 would be 50 percent. Perfectly balanced, though?[br]I think not. 0:07:58.979,0:08:02.979 That’s why match-up charts, where you where[br]you can see the win rate of a character, when 0:08:02.979,0:08:06.500 played against all other characters, are so[br]important. 0:08:06.500,0:08:10.729 But even that’s not going to tell you everything.[br]Riot had a problem with the League of Legends 0:08:10.729,0:08:15.939 character Akali. The numbers said she was[br]pretty balanced, with a 44 percent win-rate 0:08:15.939,0:08:21.789 - perhaps a tad underpowered. So how come[br]she secured a 72 percent win rate at the 2018 0:08:21.789,0:08:25.870 World Championship, and was banned more times[br]than any other champion? 0:08:25.870,0:08:31.361 It’s because while she was really powerful,[br]she was difficult to play effectively. She 0:08:31.361,0:08:36.080 had a super high skill floor, in other words.[br]So while top-tier players could use her to 0:08:36.080,0:08:41.340 wipe the floor with the competition, the low-ranking[br]players using Akali were getting killed left, 0:08:41.340,0:08:45.270 right, and center. Therefore, her win-rate[br]was being dragged down. 0:08:45.270,0:08:49.930 That’s why it’s important to look at a[br]character’s win-rate and match-ups across 0:08:49.930,0:08:51.370 all skill levels. 0:08:51.370,0:08:56.360 And finally, win-rate doesn’t really tell[br]you what’s actually going on in the game. 0:08:56.360,0:09:00.540 We need to know what characters people are[br]actually picking. People might be avoiding 0:09:00.540,0:09:05.300 a character who is otherwise well balanced[br]because that character is not much fun to 0:09:05.300,0:09:08.670 play, or is only useful in certain situations. 0:09:08.670,0:09:13.871 Blizzard found that Overwatch hero Symmetra[br]was a largely balanced character, but she 0:09:13.871,0:09:19.020 wasn’t being picked as much because her[br]use was highly situational. So in her first 0:09:19.020,0:09:23.370 complete redesign, they tried to make her[br]more popular by giving her two ultimates to 0:09:23.370,0:09:26.230 pick from: a teleporter or a shield generator. 0:09:26.230,0:09:31.250 That’s why player feedback is so important[br]- as well as pick-rate, which tells you how 0:09:31.250,0:09:37.300 often a character is actually getting used.[br]For Rainbow Six Siege, Ubisoft uses a matrix 0:09:37.300,0:09:41.720 to cross reference both win rate and pick[br]rate -with different considerations needed 0:09:41.720,0:09:45.450 for operators who fall into these four buckets. 0:09:45.450,0:09:50.480 And the pick-rates help tell you the state[br]of the meta - which is essentially just the 0:09:50.480,0:09:54.910 characters, cards, strategies, and so on that[br]the community at large have found the most 0:09:54.910,0:09:57.470 effective and are currently using. 0:09:57.470,0:10:03.910 This is often shared through forum posts,[br]fan-made tier lists, YouTube videos, and eSport 0:10:03.910,0:10:08.740 victories. When a kid called Jason won the[br]Clash Royale tournament in Helsinki, his chosen 0:10:08.740,0:10:12.160 cards suddenly became massively popular. 0:10:12.160,0:10:16.600 The meta can actually act as a self-balancing[br]force. Let’s say everyone discovered that 0:10:16.600,0:10:21.810 a certain character was overpowered, and everyone[br]started using it. It’s now in everyone’s 0:10:21.810,0:10:26.920 best interest to try and discover strategies[br]that can counter or out perform that favourite. 0:10:26.920,0:10:29.960 And if players find it, the meta might change. 0:10:29.960,0:10:34.480 This rolling meta keeps the game fresh, and[br]gives the players who found the counter a 0:10:34.480,0:10:39.910 real sense of satisfaction. Overwatch’s[br]Jeff Kaplan says “regarding the meta changing 0:10:39.910,0:10:44.960 because players have innovated a new strategy[br]– well – this is the best-case scenario. 0:10:44.960,0:10:48.220 We’ve seen this happen time and time again.” 0:10:48.220,0:10:52.910 Of course, that’s not always going to work.[br]Sometimes the designers will have to go in 0:10:52.910,0:10:58.380 and change things. If a strategy is overpowered,[br]if a character is never getting played, or 0:10:58.380,0:11:02.519 if a play-style is proving annoying then it’s[br]time to swing the hammer. 0:11:02.519,0:11:07.370 First, the devs need to figure out the exact[br]reason why that character, or strategy, or 0:11:07.370,0:11:11.820 whatever is unbalanced. It’s easy to see[br]that a character is dominating the match-up 0:11:11.820,0:11:14.850 charts, but can be harder to pin-point why. 0:11:14.850,0:11:19.250 So for a character like Meta Knight in Super[br]Smash Bros Brawl, it was mostly because of 0:11:19.250,0:11:24.380 his extremely fast attack speed, and an ability[br]to cancel his momentum in mid-air and avoid 0:11:24.380,0:11:28.910 being KO’d. He had lots of advantages, and[br]not enough trade-offs - and other characters 0:11:28.910,0:11:31.580 don’t have the tools to counter him. 0:11:31.580,0:11:36.269 Once the source has been found, you’ve got[br]to figure out what to nerf and what to buff. 0:11:36.269,0:11:40.680 Nerfing means making something less powerful,[br]like reducing their speed, limiting their 0:11:40.680,0:11:45.470 range, or cutting down their strength. Buffing[br]is the opposite: making it more powerful. 0:11:45.470,0:11:50.730 You don’t necessarily have to buff the weak[br]characters and nerf the strong ones, though. You could 0:11:50.730,0:11:55.000 leave an overpowered character alone, but[br]buff the characters who counter them, and 0:11:55.000,0:11:59.970 still solve the same problem. Make sure you[br]watch this Core-A Gaming video on why buffs 0:11:59.970,0:12:02.579 are, generally, better than nerfs. 0:12:02.579,0:12:06.649 Balance changes can be anything from a tiny[br]tweak to a character’s movement speed, to 0:12:06.649,0:12:11.149 a complete overhaul of how a character works.[br]It might be a fundamental change to the rules 0:12:11.149,0:12:15.730 of the game - Rainbow Six Siege made attacking[br]and defending more balanced by changing the 0:12:15.730,0:12:19.839 match time to three minutes. And sometimes[br]you’ve just to pull things from the game 0:12:19.839,0:12:25.730 entirely, like when Epic scrapped the overpowered[br]infinity blade in Fortnite. 0:12:25.730,0:12:31.210 Any change is going to affect players - especially[br]those who are very used to the way a specific 0:12:31.210,0:12:35.279 character, or its counters, work. So when[br]the game gets patched, it’s important to 0:12:35.279,0:12:38.820 communicate the changes through patch notes,[br]videos, and so on. 0:12:38.820,0:12:43.740 In fact, patch notes are so important that[br]Riot once put out of a note saying a champion 0:12:43.740,0:12:49.060 was nerfed, but forgot to actually implement[br]the nerf in the code. Even so, the character’s 0:12:49.060,0:12:54.140 pick rate plummeted, and even his win rate[br]decreased a bit. Didn’t I say that player 0:12:54.140,0:12:57.260 psychology was an important factor? 0:12:57.260,0:13:01.980 Now, at the beginning of this video, i said[br]that balance was about trying to make characters 0:13:01.980,0:13:07.120 equally viable among players of roughly the[br]same skill level. But what happens when players 0:13:07.120,0:13:09.160 aren’t at the same skill level? 0:13:09.160,0:13:12.480 Well, a lot of highly competitive games use[br]matchmaking 0:13:12.480,0:13:15.340 systems to pair up similarly skilled players. 0:13:15.340,0:13:20.080 But for more accessible, party-style games,[br]we may want to build in negative feedback 0:13:20.090,0:13:25.529 loops, or catch-up mechanics, where players[br]who are doing poorly get a helping hand. Examples 0:13:25.529,0:13:29.910 are the deathstreak mechanic in Modern Warfare[br]2 where you get a special bonus for dying 0:13:29.910,0:13:35.000 a whole bunch. And the item system in Mario[br]Kart where powerful items - including that 0:13:35.000,0:13:39.950 pesky blue shell - are only given to players[br]at the back of the pack. These are pretty 0:13:39.950,0:13:42.980 contentious, and must be used sparingly. 0:13:42.980,0:13:48.710 We can also reduce the value of skill by adding[br]in more luck. We see this in most family board 0:13:48.710,0:13:53.110 games like Snakes and Ladders and Monopoly[br]which are heavily based on the luck of the 0:13:53.110,0:13:58.320 die roll. But in video games, you see this[br]in games like Apex Legends, where your chances 0:13:58.320,0:14:03.209 of winning are shifted, based on what goodies[br]you find when you drop into the map. 0:14:03.209,0:14:09.230 Game can also offer handicapping modes. And[br]in team-based games, we can give players alternate 0:14:09.230,0:14:14.110 play styles that allow them to contribute[br]to the team without needing to do highly-skilled, 0:14:14.110,0:14:18.990 front-line action, like being a medic or an[br]engineer. 0:14:18.990,0:14:24.230 So balancing a game is a really challenging[br]job. The more you make characters distinct, 0:14:24.230,0:14:28.350 the harder it is to put them on an even playing[br]field. And that’s not taking into account 0:14:28.350,0:14:30.670 players of unequal skill level. 0:14:30.670,0:14:35.170 We can try to design in trade-offs, to ensure[br]characters don’t have too many advantages. 0:14:35.170,0:14:39.089 And give characters counters, so they can[br]keep each other in check. But even the best 0:14:39.089,0:14:43.160 designs won’t stand up to scrutiny when[br]put in front of millions of players. 0:14:43.160,0:14:48.329 So we need to constantly determine the balance,[br]by watching win-rates, match-ups, pick-rates, 0:14:48.329,0:14:52.889 and player feedback. And while hopefully the[br]meta will naturally shift in response to imbalance 0:14:52.889,0:14:57.050 - sometimes devs have to go in and make the[br]hard changes. 0:14:57.050,0:15:01.550 And then you introduce a whole new character[br]and everything breaks again. Sigh. I said 0:15:01.550,0:15:06.230 this wasn’t an easy job. So let me know:[br]what do you think is the most balanced game 0:15:06.230,0:15:11.050 around, and have you ever played a game where[br]the devs just got it oh so wrong? Let me know 0:15:11.050,0:15:15.420 your experience with balance in the comments[br]below. 0:15:15.420,0:15:19.560 Thanks for watching! I had a lot of help on[br]this one, from people who know multiplayer 0:15:19.560,0:15:24.720 games really well to developers who have worked[br]on games like League of Legends, Dirty Bomb, 0:15:24.720,0:15:28.589 and Rainbow Six Siege. There’s definitely[br]more to talk about - like balancing multiplayer 0:15:28.589,0:15:34.100 maps in shooters. But we can get to that in[br]the future.