{"id":1673,"date":"2010-11-08T14:11:45","date_gmt":"2010-11-08T20:11:45","guid":{"rendered":"http:\/\/handyvandal.com\/?p=1673"},"modified":"2010-11-21T11:29:40","modified_gmt":"2010-11-21T17:29:40","slug":"the-art-of-self-balancing","status":"publish","type":"post","link":"https:\/\/handyvandal.com\/wphv\/2010\/11\/the-art-of-self-balancing\/","title":{"rendered":"The Art of Self-Balancing"},"content":{"rendered":"<p><img loading=\"lazy\" decoding=\"async\" src=\"https:\/\/handyvandal.com\/wphv\/wp-content\/uploads\/2010\/11\/game_balance.jpg\" alt=\"Game Balance\" title=\"Game Balance\" width=\"175\" height=\"700\" class=\"alignright size-full wp-image-1683\" srcset=\"https:\/\/handyvandal.com\/wphv\/wp-content\/uploads\/2010\/11\/game_balance.jpg 175w, https:\/\/handyvandal.com\/wphv\/wp-content\/uploads\/2010\/11\/game_balance-75x300.jpg 75w\" sizes=\"auto, (max-width: 175px) 100vw, 175px\" \/>Stephen Harkleroad recently posted a thoughtful essay about designing gameplay balance using principles of self-balancing: <\/p>\n<blockquote><p>\nOne of the trickier parts of designing a board game is balancing the game. You don&#8217;t want certain options that depend on luck to tip the game to the player who gets it; also, you want to make sure the costs and benefits are roughly even as to not make one strategy the overwhelming favorite. If one choice makes one player the front-runner for the remainder of the game regardless of all subsequent actions, it&#8217;s a bad game. <\/p>\n<p>&#8230; Unfortunately, misrepresenting costs in decision-making is easy to do in board games. Until all of the factors and player personalities come into a real-life game, it is usually very, very difficult to put a static cost on anything and have it equal its benefit. (This is why playtesting is so important.) You don&#8217;t really know if pricing artillery at 10 gold is worth it when infantry is worth only 5 until the game gets going. Monuments might be worth one victory point or three. This is a particularly difficult concept to cover when designing asymmetrical games, where both sides are operating under different rules and options.<\/p>\n<p>Thankfully, there are a few design components that will allow a game to &#8220;self-balance&#8221;&#8211;that is, you don&#8217;t have to put a cost on it; it naturally comes from the game itself. Note that I keep saying &#8220;cost,&#8221; since this is what a majority of board games actions represent, but it could be anything, such as turn order or victory conditions.<\/p>\n<p>&#8212; <a href=\"http:\/\/www.crankcrankrevolution.com\/2010\/11\/art-of-self-balancing-board-game-design.html\">Stephen Harkleroad<\/a> @ Crank Crank Revolution\n<\/p><\/blockquote>\n<p>Harkleroad articulates several self-balancing design components:<\/p>\n<ul>\n<li>The Auction<\/li>\n<li>Changing Attractiveness<\/li>\n<li>Compensating Cost<\/li>\n<li>Balance By Proxy<\/li>\n<\/ul>\n<p>He&#8217;s writing about board games in particular, but I&#8217;m sure the principles will be useful to designers in a wide range of games. <\/p>\n<p>Go read his post for the details.  <\/p>\n<p>I&#8217;m reminded of <em>Balance<\/em> &#8212; one of my favorite short films:<\/p>\n<p><object width=\"480\" height=\"385\"><param name=\"movie\" value=\"http:\/\/www.youtube.com\/v\/91bNp7HJolE?fs=1&amp;hl=en_US&amp;rel=0\"><\/param><param name=\"allowFullScreen\" value=\"true\"><\/param><param name=\"allowscriptaccess\" value=\"always\"><\/param><embed src=\"http:\/\/www.youtube.com\/v\/91bNp7HJolE?fs=1&amp;hl=en_US&amp;rel=0\" type=\"application\/x-shockwave-flash\" allowscriptaccess=\"always\" allowfullscreen=\"true\" width=\"480\" height=\"385\"><\/embed><\/object><\/p>\n<p>See <a href=\"http:\/\/en.wikipedia.org\/wiki\/Balance_%28film%29\">Balance (film)<\/a> @ Wikipedia<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Stephen Harkleroad recently posted a thoughtful essay about designing gameplay balance using principles of self-balancing: One of the trickier parts of designing a board game is balancing the game. You don&#8217;t want certain options that depend on luck to tip the game to the player who gets it; also, you want to make sure the [&hellip;]<\/p>\n","protected":false},"author":7,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[16],"tags":[],"class_list":["post-1673","post","type-post","status-publish","format-standard","hentry","category-game-design"],"_links":{"self":[{"href":"https:\/\/handyvandal.com\/wphv\/wp-json\/wp\/v2\/posts\/1673","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/handyvandal.com\/wphv\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/handyvandal.com\/wphv\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/handyvandal.com\/wphv\/wp-json\/wp\/v2\/users\/7"}],"replies":[{"embeddable":true,"href":"https:\/\/handyvandal.com\/wphv\/wp-json\/wp\/v2\/comments?post=1673"}],"version-history":[{"count":16,"href":"https:\/\/handyvandal.com\/wphv\/wp-json\/wp\/v2\/posts\/1673\/revisions"}],"predecessor-version":[{"id":1730,"href":"https:\/\/handyvandal.com\/wphv\/wp-json\/wp\/v2\/posts\/1673\/revisions\/1730"}],"wp:attachment":[{"href":"https:\/\/handyvandal.com\/wphv\/wp-json\/wp\/v2\/media?parent=1673"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/handyvandal.com\/wphv\/wp-json\/wp\/v2\/categories?post=1673"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/handyvandal.com\/wphv\/wp-json\/wp\/v2\/tags?post=1673"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}