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	<title>Comments on: Balancing for Awesome</title>
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	<link>http://www.eldergame.com/2008/07/balancing-for-awesome/</link>
	<description>MMO game development</description>
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		<title>By: Rational Game Design &#187; Blog Archive &#187; Weapon Balancing based on Gameplay Situations (Part one)</title>
		<link>http://www.eldergame.com/2008/07/balancing-for-awesome/#comment-25642</link>
		<dc:creator>Rational Game Design &#187; Blog Archive &#187; Weapon Balancing based on Gameplay Situations (Part one)</dc:creator>
		<pubDate>Sun, 28 Jun 2009 19:20:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=109#comment-25642</guid>
		<description>[...] Heimburg wrote an article called Balancing for Awesome describing the problems of system design and why you should try to balance for awesome and not for [...]</description>
		<content:encoded><![CDATA[<p>[...] Heimburg wrote an article called Balancing for Awesome describing the problems of system design and why you should try to balance for awesome and not for [...]</p>
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		<title>By: Hateful Gamers » Age of Conan - Take 1, Gray quests, Perfection, brilliant!</title>
		<link>http://www.eldergame.com/2008/07/balancing-for-awesome/#comment-6377</link>
		<dc:creator>Hateful Gamers » Age of Conan - Take 1, Gray quests, Perfection, brilliant!</dc:creator>
		<pubDate>Mon, 14 Jul 2008 18:24:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=109#comment-6377</guid>
		<description>[...] Elder Gamer, a fantastic blog, with the equally fantastic writer, Eric Heimburg, who tends to write far more rationally then you&#8217;ll ever see my frothing, flailing fisted figure ever put to keyboard, made a great point in a recent article: &#8220;We systems designers need to start balancing for awesome. Traditionally, we balanced for perfection. Older games like EverQuest or Dark Age of Camelot show this most clearly: they have tightly-controlled classes with an extremely limited range of effective verbs. Most classes have a “right” way to build the character and myriad “wrong” ways to do it. The systems designer makes sure that the classes’ “right” ways are all reasonably in sync, at least at max-level. Everything else can go to hell, and does, but hey, these particular best-case builds are balanced!&#8221; [...]</description>
		<content:encoded><![CDATA[<p>[...] Elder Gamer, a fantastic blog, with the equally fantastic writer, Eric Heimburg, who tends to write far more rationally then you&#8217;ll ever see my frothing, flailing fisted figure ever put to keyboard, made a great point in a recent article: &#8220;We systems designers need to start balancing for awesome. Traditionally, we balanced for perfection. Older games like EverQuest or Dark Age of Camelot show this most clearly: they have tightly-controlled classes with an extremely limited range of effective verbs. Most classes have a “right” way to build the character and myriad “wrong” ways to do it. The systems designer makes sure that the classes’ “right” ways are all reasonably in sync, at least at max-level. Everything else can go to hell, and does, but hey, these particular best-case builds are balanced!&#8221; [...]</p>
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		<title>By: Eric</title>
		<link>http://www.eldergame.com/2008/07/balancing-for-awesome/#comment-6306</link>
		<dc:creator>Eric</dc:creator>
		<pubDate>Sun, 13 Jul 2008 22:35:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=109#comment-6306</guid>
		<description>Scott -- oops! Good to know. Though I have to say that most people in game are of the opinion that the XP obtained from mentoring is not at all viable, so I think the basic premise still stands. (It may be that there&#039;s a bug in it, because it doesn&#039;t seem like even 50% earned XP normally.)</description>
		<content:encoded><![CDATA[<p>Scott &#8212; oops! Good to know. Though I have to say that most people in game are of the opinion that the XP obtained from mentoring is not at all viable, so I think the basic premise still stands. (It may be that there&#8217;s a bug in it, because it doesn&#8217;t seem like even 50% earned XP normally.)</p>
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		<title>By: Babs</title>
		<link>http://www.eldergame.com/2008/07/balancing-for-awesome/#comment-6225</link>
		<dc:creator>Babs</dc:creator>
		<pubDate>Sat, 12 Jul 2008 19:05:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=109#comment-6225</guid>
		<description>I&#039;m of the opinion that achieving game balance is as honorable an undertaking as unilateral nuclear disarmament and about as equally ineffective, in spite of the fact that the brightest minds in both industries have been working towards these goals for decades.

The answer is in the loot, says I =)</description>
		<content:encoded><![CDATA[<p>I&#8217;m of the opinion that achieving game balance is as honorable an undertaking as unilateral nuclear disarmament and about as equally ineffective, in spite of the fact that the brightest minds in both industries have been working towards these goals for decades.</p>
<p>The answer is in the loot, says I =)</p>
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		<title>By: Django</title>
		<link>http://www.eldergame.com/2008/07/balancing-for-awesome/#comment-6041</link>
		<dc:creator>Django</dc:creator>
		<pubDate>Wed, 09 Jul 2008 16:07:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=109#comment-6041</guid>
		<description>&quot;If dynamic balancing isn’t a way toward “balancing for awesome,” what is?&quot;

&quot;Balancing for awesome&quot; to me is more about giving players noticeable changes that advance their characters across time. Dynamic balancing will be slight changes across lifespan and if it&#039;s done right will never really feel &quot;awesome&quot; it&#039;ll just feel right.

FotM has always seemed like to dirty word to me too but it&#039;s often been the FotM that drives the life into the early game (though it may not be the best life as the power leveling/zerging form it comes in) where it would otherwise be devoid of experienced players if there were no reason to reroll (well outside us alt-aholics who simply play different characters because we had a name/backstory/skill/class/whatnot we wanted to try). 

I&#039;d say that SWG&#039;s original profession system would have been amazing for this type of &quot;balancing for awesome&quot; with the ability of anyone to work into certain roles without having to make a new character and the ability to keep the things you like from other &quot;professions&quot; at the same time. However, sadly, that character advancement system is gone (most likely forever) from the game. 

Really when it comes down to it one of the things players (and I) want out of playing a game is to feel awesome. &quot;Awesome&quot; is made of of looking awesome (animations/appearance) as well as being awesome (being able to complete superhuman tasks). 

As referenced above &quot;You can never have too much power.&quot;</description>
		<content:encoded><![CDATA[<p>&#8220;If dynamic balancing isn’t a way toward “balancing for awesome,” what is?&#8221;</p>
<p>&#8220;Balancing for awesome&#8221; to me is more about giving players noticeable changes that advance their characters across time. Dynamic balancing will be slight changes across lifespan and if it&#8217;s done right will never really feel &#8220;awesome&#8221; it&#8217;ll just feel right.</p>
<p>FotM has always seemed like to dirty word to me too but it&#8217;s often been the FotM that drives the life into the early game (though it may not be the best life as the power leveling/zerging form it comes in) where it would otherwise be devoid of experienced players if there were no reason to reroll (well outside us alt-aholics who simply play different characters because we had a name/backstory/skill/class/whatnot we wanted to try). </p>
<p>I&#8217;d say that SWG&#8217;s original profession system would have been amazing for this type of &#8220;balancing for awesome&#8221; with the ability of anyone to work into certain roles without having to make a new character and the ability to keep the things you like from other &#8220;professions&#8221; at the same time. However, sadly, that character advancement system is gone (most likely forever) from the game. </p>
<p>Really when it comes down to it one of the things players (and I) want out of playing a game is to feel awesome. &#8220;Awesome&#8221; is made of of looking awesome (animations/appearance) as well as being awesome (being able to complete superhuman tasks). </p>
<p>As referenced above &#8220;You can never have too much power.&#8221;</p>
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		<title>By: Bart Stewart</title>
		<link>http://www.eldergame.com/2008/07/balancing-for-awesome/#comment-6005</link>
		<dc:creator>Bart Stewart</dc:creator>
		<pubDate>Tue, 08 Jul 2008 22:41:33 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=109#comment-6005</guid>
		<description>Thanks for the link to +7 Systems, Sara. They do indeed seem to be describing the kind of dynamic balancing I had in mind.

(Actually it&#039;s sort of creepy that their stuff sounds so close to what I&#039;m thinking, to the point where I feel like I need to point out that I don&#039;t work for them.)

I think the principle is basically sound that self-leveling systems, while not a panacea, are more resistant to breaking than systems that depend on human monitoring and tweaking. It&#039;s harder to get self-leveling systems working, and of course nothing entirely frees up humans from monitoring, but once you&#039;ve got such a system working it does free up attention for more productive tasks. That&#039;s got pretty broad support throughout a lot of branches of systems design...

...so why does it seem so blindingly obvious to you that it clearly doesn&#039;t work for the particular application of game design? What&#039;s so different about balancing character capabilities at the same rated power level across multiple classes that normal system design principles don&#039;t apply? Is there some practical evidence that hand-tweaking must always be a clear winner over dynamic balancing?

If so, does that mean game designers are eternally doomed to be stuck with the &quot;balancing for perfection&quot; groveling over stats that Eric described? If dynamic balancing isn&#039;t a way toward &quot;balancing for awesome,&quot; what is?</description>
		<content:encoded><![CDATA[<p>Thanks for the link to +7 Systems, Sara. They do indeed seem to be describing the kind of dynamic balancing I had in mind.</p>
<p>(Actually it&#8217;s sort of creepy that their stuff sounds so close to what I&#8217;m thinking, to the point where I feel like I need to point out that I don&#8217;t work for them.)</p>
<p>I think the principle is basically sound that self-leveling systems, while not a panacea, are more resistant to breaking than systems that depend on human monitoring and tweaking. It&#8217;s harder to get self-leveling systems working, and of course nothing entirely frees up humans from monitoring, but once you&#8217;ve got such a system working it does free up attention for more productive tasks. That&#8217;s got pretty broad support throughout a lot of branches of systems design&#8230;</p>
<p>&#8230;so why does it seem so blindingly obvious to you that it clearly doesn&#8217;t work for the particular application of game design? What&#8217;s so different about balancing character capabilities at the same rated power level across multiple classes that normal system design principles don&#8217;t apply? Is there some practical evidence that hand-tweaking must always be a clear winner over dynamic balancing?</p>
<p>If so, does that mean game designers are eternally doomed to be stuck with the &#8220;balancing for perfection&#8221; groveling over stats that Eric described? If dynamic balancing isn&#8217;t a way toward &#8220;balancing for awesome,&#8221; what is?</p>
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		<title>By: Sara Jensen Schubert</title>
		<link>http://www.eldergame.com/2008/07/balancing-for-awesome/#comment-5950</link>
		<dc:creator>Sara Jensen Schubert</dc:creator>
		<pubDate>Mon, 07 Jul 2008 22:16:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=109#comment-5950</guid>
		<description>&lt;i&gt;Anyone else think this might be a more fruitful approach for achieving ongoing play balance in a MMORPG than constant developer tweakage?&lt;/i&gt;

No.

&lt;a href=&quot;http://www.plus7systems.com/faq.html&quot; rel=&quot;nofollow&quot;&gt;+7 Systems&lt;/a&gt; has been trying to sell balance middleware for several years.  I don&#039;t think they&#039;ve made any deals.

Their system is based on spell usage frequency data, if I remember correctly, and automating changes based on that is patently ridiculous -- it&#039;s so reliant on context.  Put in a bunch of new mobs that are resistant to fire damage and everybody starts using frost instead?  Clearly, frost is overpowered!!1! and the system will fix it for you.  etc. etc.

They do have super awesome-looking dashboards and such.</description>
		<content:encoded><![CDATA[<p><i>Anyone else think this might be a more fruitful approach for achieving ongoing play balance in a MMORPG than constant developer tweakage?</i></p>
<p>No.</p>
<p><a href="http://www.plus7systems.com/faq.html" rel="nofollow">+7 Systems</a> has been trying to sell balance middleware for several years.  I don&#8217;t think they&#8217;ve made any deals.</p>
<p>Their system is based on spell usage frequency data, if I remember correctly, and automating changes based on that is patently ridiculous &#8212; it&#8217;s so reliant on context.  Put in a bunch of new mobs that are resistant to fire damage and everybody starts using frost instead?  Clearly, frost is overpowered!!1! and the system will fix it for you.  etc. etc.</p>
<p>They do have super awesome-looking dashboards and such.</p>
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		<title>By: Scott Hartsman</title>
		<link>http://www.eldergame.com/2008/07/balancing-for-awesome/#comment-5947</link>
		<dc:creator>Scott Hartsman</dc:creator>
		<pubDate>Mon, 07 Jul 2008 21:24:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=109#comment-5947</guid>
		<description>Hey, Eric.  Fantastic point, but bad example.

The bulletpoints at the bottom of the link describing the mentoring system in general are a description of how the mentoring system has always worked.  

They&#039;re copied from the original system description that I wrote in 2005, which is mirrored here: http://eq2.warcry.com/news/view/43160

The mentoring system was designed to provide viable/fun advancement experience from the get-go.  :)

- Scott</description>
		<content:encoded><![CDATA[<p>Hey, Eric.  Fantastic point, but bad example.</p>
<p>The bulletpoints at the bottom of the link describing the mentoring system in general are a description of how the mentoring system has always worked.  </p>
<p>They&#8217;re copied from the original system description that I wrote in 2005, which is mirrored here: <a href="http://eq2.warcry.com/news/view/43160" rel="nofollow">http://eq2.warcry.com/news/view/43160</a></p>
<p>The mentoring system was designed to provide viable/fun advancement experience from the get-go.  :)</p>
<p>- Scott</p>
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		<title>By: Bart Stewart</title>
		<link>http://www.eldergame.com/2008/07/balancing-for-awesome/#comment-5945</link>
		<dc:creator>Bart Stewart</dc:creator>
		<pubDate>Mon, 07 Jul 2008 20:17:22 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=109#comment-5945</guid>
		<description>For a rant, that&#039;s a good presentation of the problems of balancing a game.

In particular I agre with Eric&#039;s concluding advice to MMORPG developers. Instead of trying and failing to achieve perfect balance (by increasingly constraining player action), design your gameworld so that it doesn&#039;t need as much active tinkering for balance.

But while the essay stated the problems well, it didn&#039;t get into the &quot;how?&quot; of the question of gameplay balance. What are some design possibilities for making a MMORPG that doesn&#039;t require as much rule-tweaking?

My suggestion would be to design game systems that are more self-balancing, where a player community is treated like a ecological system.

Any &quot;systems designer&quot; worthy of that title knows that a self-balancing system works better and costs less than one that requires constant maintenance by some human(s). By spending more on the front end defining and testing feedback models, you save over the long run because your programmers can work on value-adding feature enhancements instead of on balance fixes.

Anyone else think this might be a more fruitful approach for achieving ongoing play balance in a MMORPG than constant developer tweakage?

Finally, this is lovely for a game still in development, but what can be done to minimize maintenance balancing in an existing game? Probably the biggest &quot;balance redesign&quot; in MMORPG history was the New Game Experience for Star Wars Galaxies... and we all saw how well that went.

So what are the practical options for changing an existing gameworld to meaningfully reduce the need for constant balance tweaks? Are there any, really?</description>
		<content:encoded><![CDATA[<p>For a rant, that&#8217;s a good presentation of the problems of balancing a game.</p>
<p>In particular I agre with Eric&#8217;s concluding advice to MMORPG developers. Instead of trying and failing to achieve perfect balance (by increasingly constraining player action), design your gameworld so that it doesn&#8217;t need as much active tinkering for balance.</p>
<p>But while the essay stated the problems well, it didn&#8217;t get into the &#8220;how?&#8221; of the question of gameplay balance. What are some design possibilities for making a MMORPG that doesn&#8217;t require as much rule-tweaking?</p>
<p>My suggestion would be to design game systems that are more self-balancing, where a player community is treated like a ecological system.</p>
<p>Any &#8220;systems designer&#8221; worthy of that title knows that a self-balancing system works better and costs less than one that requires constant maintenance by some human(s). By spending more on the front end defining and testing feedback models, you save over the long run because your programmers can work on value-adding feature enhancements instead of on balance fixes.</p>
<p>Anyone else think this might be a more fruitful approach for achieving ongoing play balance in a MMORPG than constant developer tweakage?</p>
<p>Finally, this is lovely for a game still in development, but what can be done to minimize maintenance balancing in an existing game? Probably the biggest &#8220;balance redesign&#8221; in MMORPG history was the New Game Experience for Star Wars Galaxies&#8230; and we all saw how well that went.</p>
<p>So what are the practical options for changing an existing gameworld to meaningfully reduce the need for constant balance tweaks? Are there any, really?</p>
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		<title>By: Brimoonfang</title>
		<link>http://www.eldergame.com/2008/07/balancing-for-awesome/#comment-5931</link>
		<dc:creator>Brimoonfang</dc:creator>
		<pubDate>Mon, 07 Jul 2008 17:51:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.eldergame.com/?p=109#comment-5931</guid>
		<description>David Sirlin has a lot to say about this in his book _Playing to Win_
and on his Web site.  Specifically, he cites the fighting game Guilty Gear XX
as an example where each character has some technique that is &quot;so good it&#039;s broken&quot;. 

But when every class is &#039;overpowered&#039;, are they balanced?   

I would say yes -- and also, that this sounds like a lot of fun to me.

Blizzard states in their Diablo 3 gameplay video &quot;there is no such thing as too much power!&quot;
Granted, this is easier to implement in a single-player game than an MMO, but....</description>
		<content:encoded><![CDATA[<p>David Sirlin has a lot to say about this in his book _Playing to Win_<br />
and on his Web site.  Specifically, he cites the fighting game Guilty Gear XX<br />
as an example where each character has some technique that is &#8220;so good it&#8217;s broken&#8221;. </p>
<p>But when every class is &#8216;overpowered&#8217;, are they balanced?   </p>
<p>I would say yes &#8212; and also, that this sounds like a lot of fun to me.</p>
<p>Blizzard states in their Diablo 3 gameplay video &#8220;there is no such thing as too much power!&#8221;<br />
Granted, this is easier to implement in a single-player game than an MMO, but&#8230;.</p>
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