This week we talked about dealing with unbalanced games. There are different aspects that we have to take into account when we want to make changes to the game. One example that we talked about was the spawning system for a shooting game. I personally find the GDC video interesting. I understand now why every new Dota heroes that Valve release tend to be overpowered then underpowered. In a sense, it’s better to create overpowered elements and then have to scale it down later than to do the opposite. Another thing that I realize is that, online games tend to have more changes than physical games such as card games or tabletop game. I think it’s because it’s easier to send those changes to the players online, since all they have to do is update the game. The company also keeps releasing updates to keep the players interested in the game.
In Fullterton’s chapter 10, she also talked about symmetrical and asymmetrical design. Symmetrical games are games in which each player has the exact same starting conditions, resources and states. On the other hand, players in asymmetrical games do not. For example, chess is pretty symmetrical since the white has the same 16 units as the black, however it is still not 100% symmetrical since it’s a turn-based game which means one has to go first. I would say most of the games out there are fairly asymmetrical, especially video games. When it comes to asymmetrical games, I think it’s harder to make them balanced because we have different kinds of elements that we have to balance. For example, in games such as LoL, Dota, or Overwatch, how do we know that this specific healing character is better than the other one. Although in game such as Overwatch, even if there is an underpowered character, both teams still have access to all the characters so it’s still fair and balance in that sense. However in Dota, a hero cannot be picked twice and be on both teams.
So it’s good to notice these differences in the design so that we can balance or make changes to the game accordingly.
Works Cited:
Fullerton, Tracy. Game Design Workshop: A Playcentric Approach to Creating Innovative Games, 4th Edition. 2019.