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How Games Get Balanced | Game Maker's Toolkit

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    If you’ve spent any amount of time in a
    multiplayer lobby, you’ve probably heard
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    words like overpowered, cheap, and unfair.
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    What these players are arguing about is the
    game’s balance.
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    Balance is the art of making sure that all
    options in a multiplayer game are fair: so
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    none are underpowered, and thus pointless
    to use. And none are overpowered, and thus
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    dominate everything else.
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    Here’s the thing though: most video games
    aren’t just striving for balance. But balance
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    among a wide range of distinctly different
    options.
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    You don’t have to work that hard to balance
    a symmetric game - which is one where all
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    players have the exact same starting conditions.
    But most games are asymmetric - which means
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    players are facing off against each other
    with completely different stuff.
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    And in a game where players can pick from
    74 different fighters or 140
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    unique champions, the developers are counting
    on them all being equally viable among players
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    of roughly the same skill level.
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    So how do they do it?
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    Now, I should say, balance is an incredibly
    difficult pursuit. It can be an entire department
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    at certain companies, and Riot’s League
    of Legends has had more than 200 balance patches
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    in the last decade. Plus it’s not just about
    numbers, but player psychology, with Overwatch’s
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    Jeff Kaplan saying “the perception of balance
    is more powerful than balance itself”.
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    So this is not going to be an intensive tutorial. Instead, Game Maker’s Toolkit presents
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    a whirlwind tour through the ways games are
    balanced - and rebalanced - and rebalanced
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    - and rebalanced.
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    So how do developers go about balancing a
    game in the first place? Well, the first consideration
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    is trade-offs. This is when you essentially
    cancel out a character’s competitive advantages,
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    with drawbacks.
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    Think of Mario Kart characters, where heavy
    racers like Donkey Kong have a high top speed,
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    but low acceleration, while featherweight
    racers like Toad are the opposite. On the
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    right track design, they’ll be almost evenly
    balanced.
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    You can think of characters as having a “power
    budget” - at least that’s why Riot calls
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    it. Advantages are a cost, but disadvantages
    are a discount. If all characters are just
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    about hitting the limit of the same power
    budget, they’ll be closer to being balanced.
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    It’s rarely that easy, of course. I mean,
    okay, sometimes you’ll get a card that does
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    1 damage to all minions and another that does
    4 damage to all minions. That’s an easy one: just make
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    the second card cost a bit more energy.
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    But how do you calculate the power budget
    for completely incomparable options like heroes
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    in Overwatch? Or options with dozens of stats
    to tweak? Like, when Bungie was reigning in
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    the initially overpowered sniper rifle in
    Halo 3, it had loads of stats it could tweak
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    such as clip size, time to full zoom, reload
    time, and max ammo.
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    (It ultimately decided the best knob to tweak
    was the time between shots, which it bumped
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    from 0.5 to 0.7 seconds).
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    What’s important, though, is to celebrate
    the big differences between choices. The sniper
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    rifle and the shotgun offer a more exciting
    choice to players than two types of assault
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    rifle - even though the latter is much easier
    to balance.
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    So I agree with ex-Blizzard designer Rob Pardo
    when he warns designers against using the
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    maths to balance games into mediocrity, saying
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    ROB PARDO: "you’re gonna end up with a game where
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    everything kinda feels the same. And you can high
    five each other and say it’s balanced, but
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    is it fun? Probably not”.
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    Another consideration is counters. This is
    when we give characters the ability to negate
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    each other’s moves and strategies. For example:
    a quick Zerg rush in Starcraft is all well
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    and good - unless your opponent is one step
    ahead and has already built defensive bunkers.
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    And what we ideally want is for everything
    to have a counter. So a defensive Starcraft
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    player can, in turn, be countered by a more
    economical strategy, where you save up resources
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    to build units that can eventually crush those
    bunkers into dust.
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    And we could make a counter to that counter,
    and so on - but then we’d be here for forever.
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    There’s a more elegant solution though,
    because how do you deal with someone who’s
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    sitting around saving up money? Well… a
    rush.
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    And, wouldn’t you know it… it’s rock,
    paper, scissors. This goofy game you play
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    to see who has to do the washing up might
    be incredibly simple and lacking any strategic
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    depth, but it is perfectly balanced - because
    everything has a counter, and everything is a counter.
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    EDDIE: Damn man, killed those scissors.
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    And that’s why it forms the backbone of
    a lot of multiplayer games. Pretty much every
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    fighting game has a system like this, such
    as Dead or Alive which boasts about its triangle
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    system, where strikes beat throws, throws
    beat holds, and holds beat strikes.
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    In strategy games, it’s not just the strategies
    that work like this, but the individual units.
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    And the different Pokemon types all sit in
    a massive web of interlocking counters - but
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    starting, of course, with fire, water, and
    grass.
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    Rock, paper, scissors is a great balancing
    framework to start from, because you can ensure
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    that no element is overpowered - it’s countered
    by something. And no choice is irrelevant
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    - it at least works as a counter to something
    else.
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    And also, in strategy games at least, it encourages
    mixed strategies, it makes you into a multi-disciplinary
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    player, and it forces you to switch tactics on
    the fly in a really dynamic way.
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    And in class-based games, it’s a great way
    of automatically making mixed teams.
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    Take Team Fortress 2, where seven of its nine
    classes fit into a complex web of interlocking
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    and interchangeable triangles of rock, paper,
    scissors. Here, teams must pick complementary
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    classes to protect each other from weaknesses.
    If you’re an Engineer and Spies keep sapping
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    your sentries, then you’re going to need
    to get one of your team mates to switch to
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    Pyro.
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    These counters are often described as hard
    counters if they completely shut something
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    down - like a punch is a hard counter to a
    throw in ARMS because it will nullify the
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    effect every single time. But soft counters
    just mean one choice will have an advantage
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    over the other. McCree will outperform Tracer,
    but his chance of winning is far from 100%.
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    When it comes to counters, it’s really important
    to figure out what are the hands and what
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    are the throws.
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    The hands are the things that get locked in
    before the match even starts. You know, the
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    characters and the races. The throws are the
    things you pick during the match. The moves,
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    the units, and the strategies. And in a team-based
    game, like Overwatch, the entire team is the
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    hand, while the individual players are the
    throws.
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    The throws are specifically designed to be
    unbalanced against each other, to create that
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    back-and-forth counter-play and teamwork.
    But the hands are supposed to be balanced,
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    and so they should have access to all of the
    throws. If Zangief simply couldn’t block,
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    for example, he would be unusable.
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    So you’ve got a bunch of characters, with
    trade-offs and counters, and you think you’ve
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    made them balanced. But how do you actually
    make sure that’s true? Well this is when
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    we start collecting data - either from internal
    play-testers, or the millions of people playing
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    your game online.
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    Now you might think that all you need to do
    is track how often each character results
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    in success - i.e it’s “win rate”. And
    if a character has a 50 percent win rate,
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    it’s balanced.
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    But, like all stats, this can be misleading.
    Imagine a fighting game with three characters
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    - and if Ryu won every match against Chun-Li
    and lost every match against Cammy, his win-rate
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    would be 50 percent. Perfectly balanced, though?
    I think not.
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    That’s why match-up charts, where you where
    you can see the win rate of a character, when
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    played against all other characters, are so
    important.
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    But even that’s not going to tell you everything.
    Riot had a problem with the League of Legends
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    character Akali. The numbers said she was
    pretty balanced, with a 44 percent win-rate
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    - perhaps a tad underpowered. So how come
    she secured a 72 percent win rate at the 2018
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    World Championship, and was banned more times
    than any other champion?
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    It’s because while she was really powerful,
    she was difficult to play effectively. She
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    had a super high skill floor, in other words.
    So while top-tier players could use her to
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    wipe the floor with the competition, the low-ranking
    players using Akali were getting killed left,
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    right, and center. Therefore, her win-rate
    was being dragged down.
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    That’s why it’s important to look at a
    character’s win-rate and match-ups across
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    all skill levels.
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    And finally, win-rate doesn’t really tell
    you what’s actually going on in the game.
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    We need to know what characters people are
    actually picking. People might be avoiding
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    a character who is otherwise well balanced
    because that character is not much fun to
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    play, or is only useful in certain situations.
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    Blizzard found that Overwatch hero Symmetra
    was a largely balanced character, but she
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    wasn’t being picked as much because her
    use was highly situational. So in her first
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    complete redesign, they tried to make her
    more popular by giving her two ultimates to
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    pick from: a teleporter or a shield generator.
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    That’s why player feedback is so important
    - as well as pick-rate, which tells you how
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    often a character is actually getting used.
    For Rainbow Six Siege, Ubisoft uses a matrix
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    to cross reference both win rate and pick
    rate -with different considerations needed
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    for operators who fall into these four buckets.
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    And the pick-rates help tell you the state
    of the meta - which is essentially just the
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    characters, cards, strategies, and so on that
    the community at large have found the most
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    effective and are currently using.
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    This is often shared through forum posts,
    fan-made tier lists, YouTube videos, and eSport
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    victories. When a kid called Jason won the
    Clash Royale tournament in Helsinki, his chosen
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    cards suddenly became massively popular.
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    The meta can actually act as a self-balancing
    force. Let’s say everyone discovered that
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    a certain character was overpowered, and everyone
    started using it. It’s now in everyone’s
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    best interest to try and discover strategies
    that can counter or out perform that favourite.
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    And if players find it, the meta might change.
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    This rolling meta keeps the game fresh, and
    gives the players who found the counter a
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    real sense of satisfaction. Overwatch’s
    Jeff Kaplan says “regarding the meta changing
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    because players have innovated a new strategy
    – well – this is the best-case scenario.
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    We’ve seen this happen time and time again.”
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    Of course, that’s not always going to work.
    Sometimes the designers will have to go in
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    and change things. If a strategy is overpowered,
    if a character is never getting played, or
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    if a play-style is proving annoying then it’s
    time to swing the hammer.
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    First, the devs need to figure out the exact
    reason why that character, or strategy, or
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    whatever is unbalanced. It’s easy to see
    that a character is dominating the match-up
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    charts, but can be harder to pin-point why.
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    So for a character like Meta Knight in Super
    Smash Bros Brawl, it was mostly because of
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    his extremely fast attack speed, and an ability
    to cancel his momentum in mid-air and avoid
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    being KO’d. He had lots of advantages, and
    not enough trade-offs - and other characters
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    don’t have the tools to counter him.
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    Once the source has been found, you’ve got
    to figure out what to nerf and what to buff.
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    Nerfing means making something less powerful,
    like reducing their speed, limiting their
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    range, or cutting down their strength. Buffing
    is the opposite: making it more powerful.
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    You don’t necessarily have to buff the weak
    characters and nerf the strong ones, though. You could
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    leave an overpowered character alone, but
    buff the characters who counter them, and
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    still solve the same problem. Make sure you
    watch this Core-A Gaming video on why buffs
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    are, generally, better than nerfs.
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    Balance changes can be anything from a tiny
    tweak to a character’s movement speed, to
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    a complete overhaul of how a character works.
    It might be a fundamental change to the rules
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    of the game - Rainbow Six Siege made attacking
    and defending more balanced by changing the
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    match time to three minutes. And sometimes
    you’ve just to pull things from the game
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    entirely, like when Epic scrapped the overpowered
    infinity blade in Fortnite.
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    Any change is going to affect players - especially
    those who are very used to the way a specific
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    character, or its counters, work. So when
    the game gets patched, it’s important to
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    communicate the changes through patch notes,
    videos, and so on.
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    In fact, patch notes are so important that
    Riot once put out of a note saying a champion
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    was nerfed, but forgot to actually implement
    the nerf in the code. Even so, the character’s
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    pick rate plummeted, and even his win rate
    decreased a bit. Didn’t I say that player
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    psychology was an important factor?
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    Now, at the beginning of this video, i said
    that balance was about trying to make characters
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    equally viable among players of roughly the
    same skill level. But what happens when players
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    aren’t at the same skill level?
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    Well, a lot of highly competitive games use
    matchmaking
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    systems to pair up similarly skilled players.
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    But for more accessible, party-style games,
    we may want to build in negative feedback
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    loops, or catch-up mechanics, where players
    who are doing poorly get a helping hand. Examples
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    are the deathstreak mechanic in Modern Warfare
    2 where you get a special bonus for dying
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    a whole bunch. And the item system in Mario
    Kart where powerful items - including that
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    pesky blue shell - are only given to players
    at the back of the pack. These are pretty
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    contentious, and must be used sparingly.
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    We can also reduce the value of skill by adding
    in more luck. We see this in most family board
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    games like Snakes and Ladders and Monopoly
    which are heavily based on the luck of the
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    die roll. But in video games, you see this
    in games like Apex Legends, where your chances
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    of winning are shifted, based on what goodies
    you find when you drop into the map.
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    Game can also offer handicapping modes. And
    in team-based games, we can give players alternate
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    play styles that allow them to contribute
    to the team without needing to do highly-skilled,
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    front-line action, like being a medic or an
    engineer.
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    So balancing a game is a really challenging
    job. The more you make characters distinct,
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    the harder it is to put them on an even playing
    field. And that’s not taking into account
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    players of unequal skill level.
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    We can try to design in trade-offs, to ensure
    characters don’t have too many advantages.
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    And give characters counters, so they can
    keep each other in check. But even the best
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    designs won’t stand up to scrutiny when
    put in front of millions of players.
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    So we need to constantly determine the balance,
    by watching win-rates, match-ups, pick-rates,
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    and player feedback. And while hopefully the
    meta will naturally shift in response to imbalance
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    - sometimes devs have to go in and make the
    hard changes.
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    And then you introduce a whole new character
    and everything breaks again. Sigh. I said
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    this wasn’t an easy job. So let me know:
    what do you think is the most balanced game
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    around, and have you ever played a game where
    the devs just got it oh so wrong? Let me know
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    your experience with balance in the comments
    below.
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    Thanks for watching! I had a lot of help on
    this one, from people who know multiplayer
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    games really well to developers who have worked
    on games like League of Legends, Dirty Bomb,
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    and Rainbow Six Siege. There’s definitely
    more to talk about - like balancing multiplayer
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    maps in shooters. But we can get to that in
    the future.
Title:
How Games Get Balanced | Game Maker's Toolkit
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Video Language:
English, British
Duration:
15:35

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