Thinking Virtually
#64: Designing Strategy: Victory & Balance
by Shannon AppelclineMar 07,2003
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Thinking Virtually#64: Designing Strategy: Victory & Balanceby Shannon AppelclineMar 07,2003
| Last week I talked about the various phases in a strategic game, from when you lay out the board and arrange the pieces, to when you sweep everything back into the bag. And, in doing so, I purposefully skipped over two phases toward the end of a game: the aptly named end game and the victory phase. At the time I said that they were a topic in themselves, which is true. Even more important is the fact that the whole idea of victory in a game expands far, far beyond the end game. You have to think about how your game's end will play out from the moment the first token is placed upon the board. As I progress toward the final calculation of victory, I'm going to talk about some meta balance issues which affect every aspect of play and also some specific aspects of balance related to player involvement and player interference. Then we'll get to the end game and see what types of problems you can discover in the last quarter or so of your game. Types of Meta Balance Problems Clearly, no game is ever actually balanced. Some player will be more intelligent than the rest, or another will be able to play more strategically. One player might not have gotten enough sleep the night before, and another might have an innate advantage just because he happens to think like the designer. Except in the most dystopian science-fiction stories, none of that's your problem. Instead, when thinking about balance, it should be your goal to make sure that no element in the game itself is innately unbalanced. Below I've compiled a list of some of the most common balance problems, which I call meta balance issues because they can affect the entire play of your game, not just the end game and the victory phases: Starting Imbalance: Is some player innately favored because of his starting position in the game. Is some power marker given to players at start better than the rest? Is some environmental position favored? How about some limited token? (In Galactic Emperor: Hegemony, one player collected stats saying that the player down in the southeast corner of the map never won.) Play Order Imbalance: Related, is the player who gets to go first innately advantaged (or disadvantaged)? Or, less commonly, is there a specific sweet position (say, the third player to play) who tends to always do the best? Or the worst? Random Imbalance: Is there some random element in the game (usually a card drawn from some sort of deck) that is innately "better" than any other? Is there a "win-the-game" card of any sort? Does a particularly unlikely die roll give a player a notable lead? Power Imbalance: Does a player tend to do better in the game the better he's doing? Is the winner in a position where he innately increases his lead step by step? Meta Balance Strategies In all honesty, you will have imbalances even in your game design. The idea isn't necessarily to eliminate them all, but rather to account for them, so that your game remains fair. The following strategies seem to be some general ways to offset meta balance issues:
You can actually use every one of the core strategy systems which I've discussed in previous articles to help create balance in your game. For example, take the issues of timing which I discussed last week. You can use turn timing to offset power imbalance by always ordering turns in such a manner that the players that are the furthest behind get to take the most advantageous position in the turn order (usually that means going first, but it also could mean going last in a game where it's advantageous to see a player's move before you go). To take another tact, consider the random factor of three weeks ago. Wizwar has a "chaos" card which can be played to force all the players to turn in their cards, and then randomly redistributes them; clearly this will only be used by a player who's behind to try and get better cards (from the "winners"). Other games might randomly give out markers or tokens which will be benficial to people who are behind, because they don't have many of them, but which will be irrelevent to "winning" players who are already stocked up. Ultimately, you need to think about balance because you're creating a competitive game, and people need to feel that, as they move toward victory, they remain on a level playing field. Balance & Player Involvement Inevitably the meta balance issues will closely interelate with game players, and how they react to balance. You can have a serious problem with player involvement, wherein power imbalances can lead to bored players. However, players can also be the savior to your game's balance if you build in rules for player interference (though that causes problems of its own). We'll talk about player involvement first. You can have bored players, and thus lowered player involvement, if you either knock players out of the game or allow their position to degrade to such a point that they can't possibly win, but must keep playing. Which situation is worse is somewhat debatable. If you're using some of the meta balancing techniques I've already described, you'll hopefully be pushing players toward the middle. Some other solutions that can help solve the problem of player (un)involvement are:
Balance & Player Interference When considering player involvement you have to balance your game carefully to keep players enjoying themselves. However, there's a flipside: you can also allow players to help keep the game balanced through player interference. Player interference is, quite simply, a way for one player to have an adverse affect upon another. Without player interference, you might as well have a bunch of people playing simultaneous games of solitaire, which can be very frustrating, because everyone can see one player taking a lead, and no one can do anything about it. With player interference any group of serious players will constantly be ganging up on the winner in an attempt to make sure that no one's dramatically ahead as you move into the end game. You can allow for player interference in a number of different ways:
Ultimately the question of interference level will be somewhat related to what type of game you're designing--but if you want a fun, balanced strategy game, I'd suggest always going up to at least level 2. Interference & The King Maker Problem However, introducing player interference doesn't come without problems of its own. (Isn't that always the case?) The biggest of these is that you introduce the possibility of king makers. The king maker is a losing player who gets to decide who wins, even if he can never win himself--thanks to levels of player interference being sufficiently high in your game. This is a more common problem in games which remove locality from some aspect of the game. If you can trade with everyone in the game or attack everyone in the game or take some other important activity regardless of geography, then you can make arbitrary decisions about who to help and who to hurt. A few ways to eliminate this problem include:
Types of End Game Problems All of the topics that I've covered thus far--meta balance, player involvement, player interference, and kingmaking--can affect the entirity of your gameplay. However, you'll eventually arrive at the game phase that I labeled "end game" last week. This is when it becomes increasingly obvious that someone is going to win, and players begin to make their last ditch struggles to emerge at the top. There are several new problems that can emerge here if you're not careful: Setback Problems: Most games do have some player interference built into them, as I described in the last section. Although generally good, these can cause problems here, in the end game, if they're not well designed. Limited Setbacks represent one side of the spectrum. In this situation there are a limited number of ways to stop a winner, usually represented by stop-the-winner cards drawn from a deck during the play of the game. The problem with this setup is that after all the setbacks are used up, the next person to close in on victory is the one to win. Generally, this isn't very fair because it means the 3rd best player (or the 4th or 5th or whatever) is the one that actually wins, rather than the best strategist. Unlimited Setbacks go to the other side of the spectrum. There are so many ways to setback a winner that no one ever wins, and play continues on pretty much forever, or rather until every one is so sick and tired of the game that they finally let someone win out of desperation. This all seems to be a bit of catch-22, but there is actually a middle ground where you can allow for unlimited setbacks, but control their power so that they can't elongate the game indefinitely. Here's some ways to avoid setback problems, based on controlling their power:
And here's some ways to avoid setback problems by fiddling with when the game ends:
Chaos Problems: A less common but real end game problem is that of chaos; even though a winner might be "evident" leading into the endgame, random and arbitrary factors could be so large in your end game that this can be totally changed before the game is resolved (and tends to be in true chaotic games). One of the "setback" problems I discussed actually falls into this category too. When you have limited setbacks, you're really creating a chaotic situation where the winner is fairly random. Some general solutions to chaos problems include:
I won't go on much more about chaotic end=games, because I think I already covered possible solutions a couple of weeks ago when I discussed the random factor. Simply, be aware that the problem exists. Conclusion Game balance and end game issues are both pretty big topics (as the preceding 4500 words no doubt demonstrate). I've offered a lot of solutions this week, and you'll be able to see which work for you on a case by case basis. If everything else fails, I think the biggest points are: to make game imbalances obvious; to give players the opportunity to interfere to correct those game balances; but to ensure that interference doesn't result in additional problems, from king making to indefinite extension. Before I close up I should thank RPGnetters Cerebus, who helped get me thinking about some ideas of player-induced game balance in a response to a previous column, and Mark Green, who reminded me about the king maker issue in a response to a review of Tigris & Euphrates Thanks also to Skotosians Quigg and Christopher Allen, who offered some valuable thoughts on the first draft of this article. For my next discussion of strategy, in a week or two, I play to cover the topic of information, and maybe some other subtleties that I've missed along the way, if there's space. And after that it'll be a few different codas and conclusions before I bring this series to an end (whew). | |
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