Balance Philosophy

Balance is one of the most misunderstood concepts in videogame design. It doesn't mean "everything is equal." It means "everything is right for the experience you're creating." Balance is a philosophy, not a formula.

Practice - what you do

What Does "Balanced" Mean?

Balance has multiple, sometimes conflicting meanings:

Fairness: No player/option has unfair advantage. "Balanced" = "not broken."

Variety: Multiple strategies are viable. "Balanced" = "diverse meta."

Intentional Hierarchy: Some things are supposed to be better. "Balanced" = "power curve is correct."

Felt Rightness: It feels fair, even if numbers aren't equal. "Balanced" = "satisfying."

A videogame can be balanced in one sense and imbalanced in another. The first question: balanced for what?

Balance Is Context-Dependent

Game Type What "balance" means
Competitive No dominant strategy; skill decides
Cooperative Each role contributes; no one carries alone
Single-player Challenge matches player progression; fair difficulty
Asymmetric Different sides have different strengths; overall match is even
Casual Feels good; specifics don't matter much

Chess needs different balance than Mario Kart. League of Legends needs different balance than Stardew Valley.

Perfect Balance Is Impossible (And Maybe Undesirable)

Reasons perfect balance fails:

Complexity: Any system complex enough to be interesting is too complex to perfectly balance analytically.

Player Diversity: Different players have different skills. "Balanced for pros" does not equal "balanced for casuals."

Meta Evolution: Players discover new strategies. What's balanced today is broken tomorrow.

Discovery Value: Finding what's strong is part of the fun. A perfectly flat meta is boring.

The goal isn't perfect balance. It's good enough balance - where imbalances don't ruin the experience.

The Balance Process

1. Set Goals: What experience are you balancing for? "Competitive fairness" vs. "power fantasy" vs. "strategic diversity."

2. Identify Pain Points: What's actually breaking? Not everything needs tuning. Tune what hurts the experience.

3. Change One Thing: Single variable changes. If you change multiple things, you won't know which fixed (or broke) it.

4. Playtest: Theory doesn't catch everything. Watch real players. Especially skilled ones.

5. Iterate: Balance is never done. Especially in live games. Expect ongoing tuning.

Balance Tools

Numbers: Stats, damage, cooldowns, costs. The obvious levers.

Access: When you can get something. A powerful item is less dominant if it comes late.

Counters: Rock-paper-scissors. Strength A beats B beats C beats A. Nothing dominates.

Opportunity Cost: Choosing X means not choosing Y. If X is strong but costs more, that's balance.

Skill Requirement: Powerful things that are hard to use are self-balancing. Skill floors and ceilings.

Information: Knowledge as balance. A strategy that works only if opponents don't know about it.

Imbalance as Design

Some imbalance is intentional:

Power Curve: Early videogame is weak; late videogame is strong. That's the point.

Asymmetric Design: Different factions/classes should feel different. Equal is boring.

Discovery: If everything is equally viable, there's nothing to discover. Some imbalance creates exploration.

Narrative: Story might want you to feel weak, then strong. "Balance" undermines the arc.

The question: is this imbalance serving the design or breaking it?

The Metagame

Metagame = the strategies players converge on given current balance.

A "healthy meta" has:

  • Multiple viable strategies
  • Counters to dominant strategies
  • Room for innovation
  • No single dominant "solved" approach

An "unhealthy meta" has:

  • One or few dominant strategies
  • High barrier to competing
  • Stagnation
  • Player frustration/exodus

Balance patches reshape the meta. But heavy-handed patching alienates players who invested in now-nerfed strategies.

Balance vs. Feel

Numbers can be balanced but feel wrong.

A 50% win rate option that feels terrible to play is "balanced" but bad.

Feel matters more than math. Players experience feel, not numbers. If it feels broken, it's broken - even if the spreadsheet says otherwise.

Exercise: Balance Autopsy

Find a videogame with a notorious balance problem (any competitive videogame will do). Research:

  • What was broken?
  • How did players discover it?
  • How did designers respond?
  • Was the fix successful?

Related

Glossary Terms