Ever since I started to think about balance, I wanted to propose inherent problems with balance. By definition balance means equality, a balance scale (the real life object) is actually set up to achieve equality in weight of an unknown weight of an object to a known weight…
So, when I hear people ask about a better balanced game while at the same time people ask for a stronger profession profile and better roles, I somewhat cringe. Still though, it is also somehow the way I view professions (in roles and profession profile), while at the same time wanting a balanced game so my choice to play X doesn’t mean I will suck or be frowned upon for making the choice to go with profession X.
It’s also a profound dilemma of game designers, how to achieve balance (aka. equality) on the one hand, but also foster diversity, so that I give my players a valid choice on how to play the game. And I think that understanding and discussing these issues should be part of this ‘profession balance forum’.
I am not sure where to take this discussion, but have found a way to clarify some of the issues and hopefully get some meaningful dialogue about this topic, and a place to start. I went to the internet and dug up some ‘extra credit’ video’s, now I was hoping to find a video on this exact topic, but there wasn’t one :P
Now they did make a vid that came close to this issue, and I will start of by linking to that, it has nothing to do with creating balance though, quite the opposite:
Perfect Imbalance: http://www.youtube.com/watch?v=e31OSVZF77w
The question is now, is GW2 a game that falls into this category (GW1 did) and if it has the tools and elements that make GW2 a perfect imbalanced game.
It also points out some ‘problems’ with balanced games (2:05), the interesting part of this example is the mention of ‘changed to an action one’. And seeing it is mentioned that GW2 should be an action based game, this implies that GW2 should also have a perfect balance in order to make the actions important and not the ‘choices’ (more on those further below)
Closely related to imbalance, is the following topic, and some of you may well spot an ‘imbalance’ in GW2 that has to few ‘counters’ …
Counter play: http://www.youtube.com/watch?v=BRBcjsOt0_g
Good counter play is obviously a way to both create balance as well as diversity, given of course everybody has access to a counter, but if you come this far you can clearly smell the ‘perfect imbalance’ game design coming from this as well.
Obviously equality can still feel really diverse, as long as the design is done in such a way that it obscures the equality. Slow Hard hits vs Fast low damage, Long lasting low damage conditions vs fast hard hitting conditions. And vice versa for the healing. This (I think) leads to a mild meta game within a balanced game, where healing vs damage type causes a running meta and mild counters. The problem with the design though, is to get the balance right, as the length of the encounter determines how equal the options are and thus how balanced the game is. And another problem with this is then, if the professions are perfectly balanced the fight may last for ever in players of equal skill).
Now why does this all matter, well, it matters a lot because of the choice for your profession and of course the choice of your build.
Choice: http://www.youtube.com/watch?v=lg8fVtKyYxY
And here also arises somewhat of a ‘contradiction interminous’. In a perfectly balanced game, there is largely equality (at least on the defining game mechanics, average DPS over a set time, healing and condition removal, and choice comes down to your preference in particle effects), now if the options available to you are equal, then do you have a choice? On the other hand, if there is imbalance, then there is no choice by default, as the imbalance causes a calculation problem even if it is a circle kitten calculation with no answer.
These issues are profound in regards to this thread, and for GW2 as a whole. If GW2 is an action game with perfect balance, then clearly there should be more balance, and professions should become more mechanically equal. If on the other hand GW2 is ‘perfectly imbalanced’, then do we have enough tools to counter the imbalances within each profession. And how much choice do we then have, because imbalanced games have a ‘rock/paper/scissors’ setup or reduce choice to a calculation problem, instead of a choice. If GW2 is a hybrid, is that even possible? Is that good for GW2 and what are the implications?
It also matters in regards to this thread, because determining which type of game GW2 is, determines what type of balance suggestions and complaints we should file with ArenaNet, and which ‘issues’ we can expect to be solved.
25 okt 2014 – PinkDay in LA
(edited by Arghore.8340)