This week, we dive into an important game design topic: balance. Games with overpowered characters, weapons, classes, towers, loadouts, etc. can make the experience horrible for those playing it. They render the player’s decision making skills meaningless, fail to reward players for their individuality and analytical skills, and can ultimately destroy the community around them.
However, are games better if all elements are equally balanced? Can a game in which all elements are perfectly balanced be as bad as a game in which they’re not balanced at all? Andrew Roznovsky stops by to share his thoughts, and talk about how balance has affected games like Starcraft, Street Fighter, and Halo.