Written by: Alisdair Araujo
While this does sound odd and
counter intuitive, let's think about the opposite of this with an example of
Chess. Chess is a symmetrical game and in being so, is balanced. For the casual
player, personal strategies will evolve over time and every game will feel
fresh. However for the non-casual player-base, fixed strategies end up being
created, most optimal ways of playing the game, aka a Meta.
Now taking a video-game, as an example.
When Star-craft became closest to numerical balance the
entire genre of Star-craft changed from a strategy game to an action game. Best
possible tactics were calculated and it became a game of who could execute on
those tactics the most efficiently. This caused the game to feel stale and
repetitive. Perfect balance can limit the number of interesting decisions a
player can make.
When it comes to perfect
imbalance, MOBAs’ especially League of Legends (LoL) tends to get it right.
League of Legends creates a meta game which is a constantly evolving state of
play. This allows players to experiment and grow. It allows players at all
levels of play to continuously change their strategies and grow without having
an artificial wall to overcome without getting into the strategy and
experimentative parts of the game, But perfect imbalance isn't
haphazard, game elements are carefully crafted imbalances built into the
system. This helps create a game within a game in trying to figure the system
out.
The second part of perfect imbalance is called cyclical imbalance.
Let’s say Game element ‘A’ is
slightly better than average. Everyone will start using ‘A’ This causes people to start
thinking about countering ‘A’ which leads us to ‘B’. This makes ‘A’ look weak
in the current meta game, leading to a drop of champion ‘A’. All those players
are looking for a new element to help them counter the now dominant ‘B’ leading
us to champion ‘C’. This keeps the game from feeling stale by creating a constant
and ever changing environment for players to grow.
How to create a cyclical imbalance?
You have to create a game, where
no matter how skilled a player is, his character can’t be great at everything.
Second, you need a firm knowledge on what beats what and thirdly you need to
give your players a wide enough array of options, so they can find an answer to
anything you throw at them, without it being one predetermined plan.
Essentially, you are suggesting that videogames be designed to mimic real world imperfections that subsequently create the "hook" that makes good games, great games. Could it also be that diversity adds itself to the complex patterns that players can adopt in order to explore different aspects of the games and thereby enjoy it more than by simply playing it to win? It is challenging, thought provoking and therefore becomes an experience, more than just a "VICTORY"sign.
ReplyDeleteInteresting thought process though. Thanks for the article.