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 Techniques for Achieving Play Balance
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Very good article. Thanks, Tom!

I was just reading the balance chapter in "Game Architecture and Design" (again) last night. Your article makes a very good complement to that.

The fun part of maintaining a running game is distinguishing an actual "game imbalance" from a "clever use of the existing system." The former should definitely be fixed/tweaked, but the latter should be encouraged, I think.


DavidRM
Samu Games


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glad you liked it!

Yeah, in a massively multiplayer game, one of the differences between imbalnace and cleverness is whether its breaks the game for others

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Good article. Concrete enough to provide a couple more tools for my design toolbox

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Hey Tom, nice to see you putting that high-powered education to work

I'm sending this url to Duris, they could use some balance advice right about now.

Trent aka Pok

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If a clever strategy can't be countered, then it's unbalanced. That's probably why games like Starcraft and Red Alert are given stat changes a while after the game is released - the designers look at what people are doing and realize some units are unbalanced when used in a certain "clever" way.

~CGameProgrammer( );



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Great article, made me realize I was doing a couple things
wrong and a couple thing right.

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Great Article !

Really just what I needed right now, since we're a couple of friends just about to define the characters in our little rps

Imho what you say is so easilly missed if you don't have a massive experiance of gaming. Often when I talk to people who play alot, but not insanly alot, they miss several of your points.



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