I’ve seen a few discussions around town about game balance and the joys and heartaches of it. The necessity of it and the irrelevance of it have been amply elaborated on. Even ambivalence to it has been addressed. So what more is there to say?
The discussion itself is largely a mismatch in objectives.
The thing is, “balance”, whatever that is (and it’s worth pausing to note that it’s so weakly defined that any argument can be put forth strongly on any side), is an implementation detail and we keep reading about it as though it were a requirement (or that its contrary was a requirement). Balance is not a requirement. Rather it is a way to achieve something else.
Now it’s unfair of me to imply that no one else sees this — everyone who talks about it bangs on the idea in some way or other, from some direction, but let me try to whittle it down and expose it and see what sorts of things satisfy the real requirement (if there is one). My instinct here is that both camps have the same requirement and different implementations, but I could be out to lunch here.
A typical role-playing game assumes that we have some small number of people, from 3-6 (yes some games are different and yes, you often play with only two people or as many as thirty but who cares) and that one will mediate and the others act and react under her mediation. Now, in this arrangement everyone wants to have a good time playing this role-playing game. Presumably, that means they want their characters (their roles) to get some time engaging the problems presented and managed by the mediator. Some may want more of this time and some might want less, but everyone is there at least nominally to get some of it.
It is a well-known fact that humans do not communicate well when everyone talks at once.
These two facts work together to demand some kind of turn-taking, whether it’s a round system (you, she goes, he goes, I go…) or a scripting system (we all write down our orders and reveal them, taking turns narrating it or letting a mediator narrate it) or whatever. We can’t all talk at once. We all are there to talk.
Okay so we have humans competing for talking time. This is usually called “spotlight” but I am not calling it that because lots of folks use the term to also or solely mean time when the story is about their character. I’m only a little bit interested in that, because it’s satisfiable by the mediator talking about your character and that’s not what I care about.
Some people want more and some people want less, but everyone is there to get a share of the role-playing time. So that’s the requirement: everyone wants a piece of the pie.
In a game where most interaction is mechanical or derived from mechanism, the way you get some face time is by having dice to throw.
In a game where most interaction is free-form, the way you get some face time is by manipulating the mediator, whether socially or through rules that might exist for getting her attention.
Now we can see how balance is an implementation: one way to make sure everyone gets the face time they want is to make sure that all of their characters are equally capable so that each player has the opportunity to engage the story with a play that is strategically appropriate.1 Where a table (that is, a game plus a certain group of people) is all about cool stories and not explicit success in task resolutions, everyone still wants their face time but they may prefer to fail in order to get a cool scene about failure. Or about how weak their participation is and how badly they feel about that.
And there’s where balance as a requirement grinds.
Balance (and its brother, niche protection) is a way to manage certain kinds of face time. Lack of balance is also a way to manage certain kinds of face time. So the requirement a designer needs to get her head around answers the question, “What sorts of face time should my game guarantee?”
Niche protection follows the answer “everyone must have something to do on average”.
Balance follows the answer “everyone must succeed as often as everyone else”. 2
Lack of balance follows the answer “everyone should be able to bring a novel story to the narrative”. Maybe. Something like that, anyway. I am waving my hands here.
These implementations (with the possible exception of niche protection when you look at it funny) all focus on what we can do for the character or the player. I wonder how interesting that is. Let’s explore a little.
Something I am always conscious of (partially because I have been openly critical of games that are not conscious of it) is the fact that we have many people at the table and each correlates to a character in play. Yes, that’s a very traditional structure. For games that lie outside this expectation, move on — I suspect that the whole issue we’re on about here is uninteresting for those games.3 We can get all mechanical and balance things and protect niches, but all of that is addressing symptoms. Let’s examine a systemic approach to the disease.
What if your game acknowledges this structure as a basic premise and uses it, providing some way to manage the group activity rather than patch individual activity? What if, because your game will be played by multiple people acting roughly in concert, your game is also about multiple characters acting roughly in concert? And I mean “about” in a deep way, not just that it happens to be true, but rather that the game deliberately and mechanically supports exactly this. The setting implies or demands it. The mechanisms support it. The players are told that it is expected. From the moment you start making characters, it is clear.
It strikes me that any mechanisms that support this necessarily also support face time issues.
And this is why Diaspora and soon Soft Horizon have calculated success curves for resolution that are best managed by supporting action. In Diaspora it’s mostly a hint (really successful tactical play requires teamwork but you can get by, often boringly, without it) and I think in Soft Horizon it will be a demand (many challenges will be impossible for a lone individual to succeed at).
Again, this is implementation. It is not the case that all games should do this.
If it is not likely, mechanically, for a single character to succeed at an important task without support, then two things happen. First, the table of players must communicate to develop a strategy for success, and second, the characters must act in concert (each getting face time for their piece of the puzzle) in order to execute the plan. By assuming a team and developing a system that expects (or demands) a team, we get team participation both in and out of the narrative. We don’t actually care about balance, necessarily (though in these particular games we have it) and we don’t care about niche protection. We can have it or not and still get (and eat) our cakes.
Games where each player acts alone and in turn (I swing with my sword. I cast my spell. I heal the fighter) bore the hell out of me. Having a niche is a partial solution, but it assumes a certain tactical pattern for success and that also bores the hell out of me — when I play D&D, say, I like it when everyone decides to play a thief. The heterogeneous party that the mechanisms of the game expect (more with every revision) are stultifying. Assuming only that the challenges are overcome by teams and not by a succession of individual actions is way cooler.
To me, in my opinion, your mileage may vary. Bottom line, though, is that balance is an implementation detail. So let’s stop arguing about whether or not it’s a requirement.
–BMurray
That’s interesting because I think of FATE as kind of perfectly balanced — everyone has the same skill pyramid with different names on the slots — and so you can’t break balance. What’s left is niche — you can be at peak awesome in your niche (your apex skill) but so can anyone else. In a way this perfection lets you ignore it. It’s not interesting because it’s solved and at the same time unbreakable. You can get on with something else.
It’s perfectly balanced, but only out of context. I mean, someone with Superb “Killing People With Sharp Metal Objects” might be balanced with someone with Superb “Vampire Haberdashery”, or they might not.
@Roger: Well, no, not in any context that includes FATE. Any skill is equally mechanically effective at taking out opponents. It doesn’t matter whether you took “Sucking Chest Wound” as a consequence from a good “Killing People With Sharp Metal Objects” roll or whether you took a “Mortally Unfasionable” consequence from a good “Vampire Haberdashery” roll. Either way, the character is in the same dire straights.
I will grant that any fiction that could be used to justify using “Vampire Haberdashery” offensively would be patently ridiculous, but a game that included “Vampire Haberdashery” as a skill would pre-suppose ridiculous play.
@Brad: Just so. The games that people feel the need to balance are structurally unsuited to balance—that’s what comes from deciding to differentiate character mechanically rather than fictionally. I think that the games where improving balance is a priority are necessarily going to approach it asymptotically. I take bragging about how one’s favourite system is “more balanced” as a symptom of a system that cannot be perfectly balanced.
Not that there’s anything wrong with an unbalanced system—as you say, it’s an implementation detail, not an axiom of enjoyable play, and I quite enjoy some unbalanced systems. But I think that spending much design energy on balancing an unbalanced system is energy mis-spent and likely to cause unwanted side effects besides.
One of the things that I think is the problem of most games is the idea of niche mechanics.
For example, if you create a game that focuses on combat as the main source of story and success then any type of character that does not have a combat focused role performs poorly. If combat or combat situations make up 2/3 or more of the game time then the person without the combat focus will feel slighted. Further the player that has the combat focus is crippled usually when out of the combat situation.
This is typically represented by things like in DnD 3.5 with the Fighter having 2 skill points and the Rogue having 8 skill points. The fighter finds little to do when combat is not around. While the Rogue (especially one focused on non-combat skills) can find they are less capable then the fighter when combat occurs.
I find this niche protection type of balance the least enjoyable form of ‘balance’ in terms of interaction time.
Another form of this niche protection is the idea of the big spashy power that is used once and drains the user (typical of ‘Wizards’) while the other less splashy power user constantly has something to do in combat (again typically the ‘fighter’ and his sword).
Everyone should have something to do and they should have something interesting to do both inside of combat and outside of combat in a roleplaying game.
I personally feel that people should almost have two characters roles or character arch-types. An archtype that represents their combat role and an archtype that represents their out of combat role.
I find niche protection really stands out when you take a character system that is say a point system that ‘penalizes’ the person for having skills in something like piloting or diplomacy.
I just don’t see written stories supporting the idea that say Luke Skywalker or any other Jedi is a worse Jedi sword wielder because they have good piloting skills. Indiana Jones is good with a Whip so he should not be good at looking for traps or deciphering egyptian?
I agree that balance should be in ‘face’ time for the players. I also feel it is important that each person have something ‘interesting’ to do when their face time comes up whether they are in combat, meeting the CEO of a company, or crossing through a jungle. Everyone should have something to do and contribute.
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11:35
That was pretty much how I was thinking, but in much more exploratory detail.
One of the things I find interesting is that balance tends to only really be valued in the context of game systems where the focus is on mechanical efficacy. The more a system’s balance is touted, the more people invest in breaking that balance. I’m sure there’s a chicken and eggs effect in there, but it does make me wonder why balance is so sought after if everyone just wants to beat the average.