As another alternative view to The
Balance Bother, I present an article by Sam Witt on why balance
isn't required. It's drawn from his column, MetaStatic,
and uses Horizon Station, the game he's designing for Skotos Tech, as
an example. If some of Sam's ideas are similar to my own, it's only
because his thoughts influenced me. This article was written a bit
more than a year while my own was written late on the afternoon of
March 3rd, 2002. --Shannon
For as long as there have been roleplaying games, there have been
arguments about Balance. In the ancient days of gaming (when we used
cardboard chits polyhedral dice weren't available yet), these
arguments primarily centered on character types and their respective
strengths and weaknesses. The players of wizard characters complained
that they didn't have enough durability, the players of warrior
characters pointed out that wizards could decimate entire armies with
an entire spell, and the rogues quietly went on using their
game-breaking ability to hide and move silently.
While interesting, and often game altering, these early balance
battles didn't exactly change the face of gaming. Because roleplaying
games are social, cooperative pastimes enjoyed by friends, having
wizards that were more powerful than warriors (or vice versa) just
wasn't much of an issue. All the characters were working toward a
common goal and the strengths of one character were translated to
strengths for the group as a whole. And if the GM didn't like the
balance of power in his game, he waved his magic GM stick and changed
the rules so that all was well in the land once more.
With the arrival of online roleplaying games, the rules changed.
An element of competition was added to the discussions regarding
balance, and complex mathematical models proving that Character A was
inferior to Character B began to appear. Players quickly figured out
which types of characters were most effective in a given gaming
environment, and the population of these characters exploded.
Naturally, the owners of less-effective character types were
displeased at the imbalance, and the flamewars would begin. And ugly
flamewars they are, continuing to plague game designers to this day.
The nasty little secret about character balance is that not only
does it not exist, it doesn't need to exist. To all the
designers out there reading this: STOP WORRYING ABOUT BALANCE. Worry
more about creating interesting character types that fill specific
niches in your games, and the balance issues will evaporate. The
problem so far has been that designers have been building games with
only one niche.
See, most games where are focused on killing things and taking
their loot. There are usually 20-odd character types, each with a
slightly different way of killing things some use magic, some
use axes, some use explosive belches, etc. etc. The problems arise
when it becomes apparent that the Magical Belcher is able to kill
monsters many times as efficiently as the Axe Master. Once one type
of character is proved to be demonstrably more effective in the
scheme of the game's singular goal, then playing other characters
starts to appear futile. The designers rush into action, either
amping up the Axe Master, or toning down the Magical Belcher
which in turn creates further imbalances that lead to more tweaking
and more imbalances and on and on...
It's just an ugly, nasty cycle to get caught in, and so
unnecessary. The problem is that so few games really understand how
their worlds work. As an example, my initial design for Horizon
Station called for the something like 10 character types, all of
which sounded pretty darned cool to me. But closer examination
revealed to me that there were really only three broad categories of
activity in Horizon Station resource harvesting, combat, and
science.
That led to some hard thoughts I liked all 10 of my
character types, they were neat. Unfortunately, when I looked at what
those character would do in the world of Horizon Station, I
realized that most of them were redundant. What, really, is the
difference between a fighter who uses a sword and one who uses a pair
of pistols? They're both doing the same basic thing in the framework
of the game, so I really only need one character type. With many a
sniffle and some gnashing of teeth, I jettisoned all character types
that didn't have a visible, viable niche within the game world.
To reassure those faithful readers that I haven't lost my
one-track mind, here's the paragraph about how this is good for
community, and therefore good for the game. Character types should
work together well, and complement one another. In Horizon Station,
scientists are dependent on raw materials to build things from.
Harvesters and fighters are both dependent on the gadgets of
scientists, but they are capable of gathering the raw materials
scientists' need. Harvesters are more effective than fighters at
gathering resources, but they are less able to protect themselves,
and so those two groups have a good, solid reason to work together.
The key here is that the groups do not compete with one another,
so the basis for comparison between character types just doesn't
exist. Of course soldiers are the best at fighting, of course
harvesters are the best at gathering resources, it's what they devote
themselves to doing. Which brings me to another point about character
design in these games...
Characters have to be flexible, and there should never be a reason
for a player to switch characters within the same game. The goal
should be to provide a method of character creation and development
that encourages players to keep the same character, and adjust the
character's growth to stay in tune with their preferred play style.
It might not be easy, but it should be possible to turn your fighter
into a mage, or your scientist into a chaingun-wielding soldier
.
So, to sum up my design concept for characters in online games:
- All character types should have an interesting function in the
game world a function that they are the best at.
- Characters of different types should not compete with one
another, but SHOULD be at least somewhat reliant on the skills of
other types.
- All characters should have the flexibility to evolve into other
character types, over time.
There, that's it no more balance issues! Now, click the link
below and tell me how I'm wrong.