The beauty of Travis Casey's articles is that he often starts
in on a certain concept and really examines it from every possible
view. This week's piece, an alternative view to The
Balance Bother, takes that exact tact, discussing a number of
types of balance that you've probably never considered. And it talks
about nerfing too. It was originally presented as a series within the
Skotos column Building Stories,
Telling Games which discussed the "Dirty Words" of RPGs; I've
already reprinted a few of the others here. --Shannon
There aren't many words in online gaming that stir more dislike
than "balance". As in "game balance", and as in
"unbalanced", which is what no one wants the game designers
to decide their favorite class/race/whatever is. And that's because
we all know what happens to stuff that's "unbalanced". It
either gets cut from the game, or "nerfed" reduced
in power. No one likes losing something, so it's no wonder that these
fixes are roundly hated.
Game balance usually isn't something that players worry about,
except when it's affecting them, but game makers have to worry about
it all the time. Unfortunately, when you spend a lot of time having
to worry about something, it's easy to get yourself stuck in a rut
thinking about it in only one way, without considering other
possible viewpoints. Thus, it's good for both sides to sometimes stop
and spend some time just thinking about the question, "What the
heck is balance, anyways?"
The usual situation where players hear that something is
"unbalanced" is when a new item in the game is too powerful
or too popular in comparison to other things in the game. Because of
this, it's natural to think of game balance as a balance of power.
But that still leaves the questions "What is power?" and
"What's being balanced against what?"
You've Got Questions, We've Got More Questions
On traditional MORPGs, the question "What is power?" has
a simple answer: it's the ability to kill things without getting
killed. But for games following non-traditional models, it may be
necessary to stop and think about that question. Some answers will be
easy e.g., in an economic trading game, power is the ability
to make and keep money. Others will be harder what is power in
a game like Skotos' Castle Marrach, for example? It's necessary to
think about it, though, so as not to be associating power with the
ability to kill things where that doesn't apply, or isn't a real goal
in the game.
"What's being balanced against what?" is often a bit
more complicated, because there are multiple answers. It's generally
desirable to balance players against other players, for example
but there are also cases where that's not true. In a
traditional MUD, for example, balancing players with 1st level
characters against those with 15th level characters in terms of power
makes no sense the higher level characters are supposed to be
more powerful.
With that in mind, a few answers to "what against what"
include:
- player vs. player
- player vs. monster
- group vs. group (e.g., clans, guilds)
- class vs. class
- race vs. race
(This is, of course, an incomplete list!)
A "balance of power" isn't the only type of balance,
though. Another one is "balance of opportunity". The idea
here is that the game should be equal opportunity no one
should be arbitrarily barred from doing something. (They might be
barred because of a choice they've made, but that's different.)
Balance of opportunity is most often seen in character creation
and advancement. Here different points of view start to come out as
well for example, some feel that random attribute generation
is balanced, because everyone has completely equal chances of getting
good or bad scores. Others feel that it's unbalanced, because some
players will get a set of attributes that are better in total than
others. To me, the point at which it becomes a problem is when it
starts to restrict choices. If, say, I don't get the choice to make a
wizard, but Joe does, because my random set of attributes prevent it,
then that's an imbalance.
Here as well, things don't always have to stay equal if,
after choosing to play a wizard, I can't ever get as high a sword
skill as someone else who chose to play a fighter can, then that's OK
with me, as long as I could know that going in. I could have chosen
to play a fighter if that's what I wanted.
Most game designers try fairly hard to give balance in the areas
of power and opportunity. But there's a third area of balance that's
often ignored balance of importance. In general, every player
wants to be able to be important at least some of the time. In
traditional games, class systems are meant as a solution to this
problem the fighters are important when there's combat,
wizards are important when dealing with magic, thieves when dealing
with traps or needing stealth, and so on. A strong class system
provides what some RPG theorists call "niche protection"
each player gets to have something that his/her character is
good at, and which the other players' characters can't ever become
better at.
That works fine for a limited group, but when you have hundreds or
thousands of players, giving every player's character a unique class
becomes impossible. So what to do then? One thing that comes to the
rescue is size. While it may be that Jan is the greatest fighter in
all the land, she can't be everywhere at once thus, other
fighters also get their moments to shine.
RPG theorists sometimes refer to these "moments to
shine" as "spotlight time" the time that a
character gets when he/she is the one the attention is on. Different
abilities, as with classes, can be one way to help control spotlight
time, but it's not the only one, especially in a roleplaying
environment. Character interactions can lead to spotlight time
when two character have an argument over what should be done, that
can cast the spotlight on them. Even character disadvantages can lead
to spotlight time, in the form of subplots centered on that character
a character dealing with alcoholism on the heavy roleplaying
end, or a character being hunted down by a particular orc tribe, on
the less heavy end.
As MORPGs move away from the traditional "kill things and
loot them" model, the idea of balance of spotlight time becomes
more important. If a player is playing a smith, it doesn't make a lot
of sense for that character to keep saving the village from orcs
but the character could develop a reputation as the best smith
in the area, be commissioned by a king to make a new sword, or engage
in a rivalry with another smith over who makes the finer products.
Another Balance of Power - Internal vs. External
I've talked a bit about classes and skills so far, but in many
games, what your character has is as important as what your character
is. Players love powerful items especially rare or unique
ones. The power they give is wonderful, of course, but sometimes just
the ability to say, "I have the Sword of Garweezbo" is nice
in itself. Creators like items both because players like them, and
because they can help make a world a unique item not only has
powers, but it also has a history.
There's a temptation for developers to try to outdo each other in
creating the "best" item. That can get out of hand quickly,
especially in games where there's no strong central authority to edit
what individual creators make. This results in a sort of arms race
among both the players and the creators the creators trying to
top each other, the players trying to collect these powerful items
and use them.
In older MUDs, this was kept under some control by the fact that
characters lost their equipment when they logged out, and by server
reboots. These helped keep powerful items in circulation (which we
can see as a form of equality of opportunity and/or importance
everyone gets a chance to have them). In newer setups, however, it
may be possible for a character to hang onto such an item
indefinitely, which means that greater caution is necessary in making
powerful items.
Another problem that comes in is economic if there's a
source of powerful items, but no way that they get lost, the game may
become flooded with them. This raises the overall power level of
players. Since everyone's getting them, that's not bad from a player
vs. player perspective, but it can be bad from a player vs. monster
perspective. And, if the item is only usable by a particular subset
of characters, it can be bad from some of the other perspectives.
Personally, I prefer a model where power is mainly internal to the
character, instead of coming from external items. Items can still
provide extra ability, but it should be more limited in proportion to
the abilities of characters.
Some systems also implement means through which the relative power
of items vs. players is controlled. A +5 sword may not be a
significant bonus to a 20th level character, for example, but may
increase the power of a 2nd level character tremendously thus,
some games either prevent low-power characters from using high-power
items, or reduce their effects in the hands of low-power
characters.
More Problems
Another problem that commonly pops up is that of unexpected uses
for items or abilities. These can arise either from creative players
or because of unexpected interactions among different things. For
example, on a Star Wars-themed mud I worked on, there were bombs.
Players could set them, and they would "tick". When a bomb
ticked, monsters and NPCs in the room with the bomb would leave
even if they were normally immobile. This was meant to prevent
players from using bombs to easily kill monsters, but players found
that "side effect" to be desirable. Some players would go
so far as to buy a set of bombs, set them in rooms around a monster
with very long timers, then set a bomb in the room with the monster.
By filling the area around a monster, except for a particular room,
with bombs, they could then force the monster to a particular point.
(Of course, it could also be done with just one bomb, if the player
was patient.)
In addition to the obvious problem, where was also an unexpected
interaction. Many of the area designers had used a simple check to
decide whether or not to spawn a new copy of an unmoving monster
if one was already in the room, don't do it. If there wasn't
one in the room, do it. Since a bomb could force such monsters to
move, extra copies of the monster would get created.
One solution would have been to simply remove bombs entirely, but
we didn't want to do that. Another would have been to make it so
monsters and NPCs didn't flee from ticking bombs, but we didn't want
to do that either. Instead, we implemented a couple of things:
- A flag was added that creators could set to make particular
monsters not flee from bombs at all.
- The method that was being used to check whether a monster
was present was extended. An association was set up tracking which
monsters had been created in what room, and whether those monsters
still existed. If a monster associated with the room still existed,
the "is the monster here" check returned true when called
from a room setup function, whether the monster was really there or
not. When called from other places, it used the old test. (This was a
kludge; however, since the MUD already had a couple thousand places
where that test had been used to decide whether to spawn another
monster, it was done anyways, as rewriting all of them to use a
different test would have required too much work especially
for a free, all-volunteer mud.)
A few others were considered, but not done:
- Setting monsters who had fled from a bomb to randomly wander.
This would have made herding them a bit harder, and made it hard to
keep them in a particular place once they'd been moved.
- Creating a "homing instinct" for placed
monsters, to make them try to go back home after being forced away.
Some players complained about the fixes, of course, but most did
not and I think that simply taking away the bombs or making
monsters not move away from them would have been worse.
Closing Thoughts
Nobody really likes it when something in a game has to be modified
for balance not the game creators, and especially not the
players. The best thing to do is to avoid the situation as much as
possible, and to do that requires a few things:
- Think it through as much as you can. Try to brainstorm ideas on
how an item might get used. Bring in some of the more trusted
players, if you can. Every problem that you manage to foresee and fix
is one that won't have to be "nerfed" later.
- Be cautious. Remember that almost no players ever scream
when something has to made more powerful because it's too weak, but
lots scream when things are made less powerful.
- Playtest, playtest, playtest. Ideally, you should have a
separate server set up just for playtesting. There, you can play with
the new stuff and see what's going to happen with it in the game. An
even better step can be to allow players to help playtest as well
but make sure that they understand that the purpose is to find
problems and solve them.