This seems like a good place to start:
Though I disagree with League
of Legends being a good example of cyclical imbalance (which we'll return to in a moment), the crux of the video, that imbalance is conducive
to creating an enjoyable gameplay experience, is absolutely true and worth
delving into a little more closely.
Before we get too deep into what Perfect Imbalance is
and how best to achieve it, there are a couple of ideas worth keeping in
the back of your head:
1.) Balance is always relative to all of the Means within a
given context (in this case specific games). You cannot directly compare how “balanced”
something is in one game relative to something else in another game.
2.) Perfect balance is not
preferable to all gameplay experiences. Tutorial sections for instance, should
generally feature challenges skewed in favor of the player, while boss fight
should be skewed against them. More broadly, if a game is supposed to be
challenging, the systems are usually best designed to be imbalanced against the
player, if not, then they shouldn’t.
3.) The concept of balance discussed here applies not only
to videogames, but many, many, aspects of life and order in the universe. For a
fun(?) thought experiment, try applying the general principles of balance and “Perfect
Imbalance” to other things in your life (but make sure it’s actually
appropriate!).
Balance Issues
Most “hardcore” players will say that a game should be
balanced. It makes sense, as the alternative just sounds undesirable. Most
wouldn’t want to date an unbalanced person, nor would they want to play a game with
a set of rules stacked against them (excluding Dwarf Fortress psychopaths
fans). Right? Well, when designing a video game, you typically want to create a
win-state of some description. And, in order to achieve that win-state within a
reasonable amount of time, the game either needs to be imbalanced in favor of
the player, or has to contain mechanisms built into its overarching mechanics that
allow a player to create an advantage (imbalance) for themselves [or it could
just be mechanically simple, but then it’d just get boring]. In fact, virtually
all games that involve the player overcoming some sort of external opposition will
contain both; the former serving as an initial challenge, and the latter acting
as a vehicle to address it.
For example, take the game that inspired this Sidequest, Advance Wars: Days of Ruin. On the game’s
various trial maps (as depicted below), the player is expected to eliminate the
opposition often while playing with a fixed set of handicaps.
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| Pictured: four stainless steel testicles |
The player’s force is the Red (orange, really) Army composed of two extraordinarily
adventurous Artillery units. While the three opponents have a complete ground
army (Blue), devastating Naval fleet (Black), and a sizable infantry army and
bomber sitting on an airport (Yellow). A casual player would likely yell NOPE
loud enough to cause alarm for the neighboring country’s border patrol, then shut the
game off and go play Jenga or something.
But, believe it or not, this map is actually slightly imbalanced
in favor of the player, not the enemies. Or at least, potentially. The enemies unquestionably start with an absurdly powerful army that would make Emperor Palpatine proud. But, if you count the buildings on the map, you’ll notice that there are more red ones than those of any other
color. More buildings equals more income, and more income means faster
production. Additionally, the Red player has a significant terrain advantage in
that they can only be attacked from the south via the two blue sea ports (which
can easily be occupied), and the only army breathing down the player’s neck are the
conga line of frail infantry men from the Yellow player. Together, these two seemingly minor
advantages afford the player plenty of time and safety to develop an army and systematically crush their opposition, provided they can neutralize
the Yellow army (which granted, isn’t easy, but doable). So eventually the player can make the map become imbalanced in their favor.
In contrast, the map to the left is incredibly balanced and vastly
more difficult to complete. You have no advantage to press and no small edge
with which to exploit. The map is always as balanced as it looks, and if you don’t finish it within an extremely narrow time-frame you will find yourself locked into a near never-ending slugfest with the AI’s annoying as hell equally competent low-cost army. In being so bewilderingly balanced, the map feels
imbalanced (as well as both boring and frustrating).
So, as is gradually becoming apparent, perfect "Balance," in
the general sense of the word, is actually not ideal, while perfect "Imbalance" can
paradoxically lead to the most balanced feeling gameplay experience. So, the
real question all game designers and critical players need to consider is, “what
kind of imbalance is necessary to achieve a balanced game?” Well, conveniently,
the above wording already delineates the overarching game balance from
the specific aspects of the game that could be imbalanced, highlighting the other
detail to bear in mind when observing balance...balance.
“Macro hard, Microsoft”
The Extra Credits video largely describes the interplay
between specific characters and mechanics, and extrapolates how their
relationships might be imbalanced. While useful to consider, this is only half
of the equation and what I’ll from here on refer to as Micro Imbalance. As the
video argues, micro imbalances are not inherently bad, and are in fact potentially
conducive to empowering players and creating a dynamic metagame that can evolve
free of developer influence. What we are ultimately concerned with however is
the big picture, and here is where Extra Credits makes a very grievous error in
praising League of Legends.
While micro imbalance in a competitive setting will almost
certainly lead to James’ (the writer of Extra Credits) “cyclical imbalance,” the system of cyclical imbalance
only works when all of the options in the game are in rotation and available to
players prior to beginning the competition. The League example used doesn’t take into account the fact there are
champions who are too underpowered to ever fall into the cyclical rotation described,
nullifying the competitive worth of their inclusion in the game. And as a result of this problematic imbalance, Riot has to ceaselessly buff and nerf champions in order to bring more into rotation and take others out. In short, the
game is still imbalanced on a macro scale, despite its metagame of cyclical imbalance.
The Theory of All Things Equitable
For a codified way of thinking about balance, at this time I
have broken down the components of systems capable of containing balance to four
factors. The relationship of these factors, expressed by the statement below describes
what I believe to be Perfect Imbalance on a macro level, or more plainly, “Macro Balance.” The wording is a little clumsy (and will probably be refined at some
later date), but the meaning is absolutely intact:
“Given a specific set of Obstacles and Resources, each available
Means of overcoming a specific Obstacle must use an equivalent amount of
Resources and achieve an equivalent total Degree of Effectiveness in overcoming
the entire set of Obstacles.”
To clarify that gobbledygook, Obstacles refers to the entirety
of extenuating circumstances in a game, ranging from opponents to tasks that
must be accomplished. Means are the tools at one’s disposal that might
assist them in accomplishing their task. The Degree of Effectiveness is the ratio
of how completely an obstacle is overcome to the amount of resources required to
do so. And lastly, Resources refers to factors relevant to the player’s agency
that the player must manage whenever they employ a Means; things like time,
money, statistical investments, production facilities, etc.
Seeing as how Effectiveness and a number of the Resources
are ostensibly unquantifiable, the above statement might not appear to have
much functional use (and it doesn’t). However, the overarching idea of the
sentence is intrinsically observable to anyone aware of the all of the factors
within a given game, and stating it in plain English is hopefully useful
for anyone unfamiliar with a game in figuring out whether or not it is actually
imbalanced (read: here’s a rubric for all you haters and hipsters).
These are all extremely
broad terms, and the variables within each class varies from game to game, so
when considering the balance of any specific game, one needs to keep sight of
the entire array of factors. Understandably, keeping so many invisible variables
straight is what most people would call “difficult” and rather not think about unless it becomes a personal problem. But, fret not! For the
systems within some videogames are just as complicated and obtuse as those in
real life. So ideally, mastery of one will lead to proficiency in the other.
There, this Sidequest is now justifiable as a self-help resource. Go life-hacking
and what-not!


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