Fail states in video games are something that no player wants to see happen, and yet they are required in order to create tension and allow the player to feel like they’ve won. Figuring out how much to punish the player for failing is tough, and can mean the difference between giving them the push to rise up or pushing them away permanently.
Video game balance is a multi-layered topic that varies depending on the genre and design. From spells in a RPG to cards in a CCG, we could have posts dedicated to all of them. However, every game ever made in terms of balance boils down to three variables for the designer to think about.
Today’s Critical thought goes back to the topic of balance and what it means when you’re dealing with unique situations. What happens when something is too good, but weakening it will change it completely? How do you balance elements that are good because there is nothing else like it, and what does that mean for the rest of your game?
Correction: I said that the card Ciri could give you double or triple card advantage, I meant either two or three more cards.
Game balance is one of the hardest things to do in either single or multiplayer games. Every change can reverberate out and impact your design. For today’s post, I want to talk about the important questions you need to ask when it comes to balancing your game.