Maintain a Balanced Set of Options
When designing your game, you will undoubtedly intend to provide players with a range of options that differ in at least one attribute—such as efficiency, complexity, value, or speed. However, it is crucial to avoid offering any option that is disproportionately advantageous. Consider, for example, including a weapon in a first-person shooter that is powerful, accurate, affordable, and lightweight. If such a weapon exists alongside others that are clearly inferior by comparison, the vast majority of players will gravitate toward the superior choice. In that case, the remaining weapons become obsolete, undermining the purpose of offering diverse options in the first place.
To better illustrate this principle, consider the following example from a real-time strategy game. In this game, there are three unit types, and two metrics are used for comparison: “strong against” and “weak against.”
Bazooka Soldier
Strong against: Tanks.
Weak against: Flamethrower Soldiers.
Flamethrower Soldier
Strong against: Bazooka Soldiers.
Weak against: Tanks.
Tank
Strong against: Flamethrower Soldiers.
Weak against: Bazooka Soldiers.
This example demonstrates that there is no single dominant option. Each unit has strengths and weaknesses in a balanced manner, following a rock-paper-scissors model that ensures dynamic counterplay. Since players must construct these units during gameplay, additional balancing considerations include factors such as production cost and build time. These added variables increase the complexity of maintaining balance, as all four metrics must be carefully adjusted.
When balancing your options and modifying variables such as inflicted damage, it is often beneficial to make significant changes rather than incremental ones. For instance, if a value currently stands at 200 and you believe it is too low, consider increasing it to 300 or even 500 to observe the impact. As you approach a more appropriate value, you can begin to reduce the magnitude of adjustments. Do not be concerned if your initial change overshoots the ideal—this method often leads to a more efficient balancing process than making small changes from the outset, such as increments of 10.
Example: Aurora Bomber in Command & Conquer: Generals
Players can construct an Aurora bomber with the following characteristics:
Strengths:
Delivers highly destructive bomb attacks.
Remains impervious to enemy anti-aircraft weaponry throughout its supersonic attack run, only becoming vulnerable after the deployment of the bombs.
Weaknesses:
Expensive to build.
Severely reduced speed after releasing its payload, leaving it vulnerable to anti-aircraft defenses.
Players who command such bombers must plan their assaults with great care and precision.
Example: High-Performance .45 ACP Ammunition in an Action Game
Players may access the most advanced .45 ACP armor-piercing handgun ammunition, featuring the following traits:
Strengths:
Capable of penetrating all types of armor.
Exhibits high stopping power.
Weaknesses:
Heaviest ammunition of its caliber.
Most expensive ammunition of its caliber.
Rarest form of ammunition for .45 ACP handguns.
This type of ammunition is best reserved for specific, high-threat targets.
Example: RPG-7u in S.T.A.L.K.E.R.: Shadow of Chernobyl
Players may equip a rocket launcher with the following features:
Strengths:
Highly effective against heavily armored units.
Capable of eliminating multiple armored enemies with a single missile.
Weaknesses:
Exceptionally heavy.
Extremely difficult to gain ammunition.
Takes up substantial inventory space, especially when carrying multiple rockets, thereby requiring players to carefully consider when its inclusion is warranted.
Example: Three Competing Strategies in a Strategy Game
In a competitive strategy game, three players utilize distinct tactical approaches:
The rusher initiates an early assault with a small force, neglecting defensive investments.
The camper fortifies a defensive position and patiently waits for an opportunity to strike with a modest army.
The saver gradually amasses a large army while avoiding sufficient investment in defensive systems, intending to win with a single overwhelming attack.
None of these strategies is inherently superior, creating a balanced interaction akin to rock-paper-scissors:
The rusher can swiftly defeat the saver, who is unprepared defensively.
However, the rusher is quickly neutralized when entering the camper’s fortified range. The camper then launches a successful counterattack, eliminating the rusher’s remaining forces and infrastructure.
The camper, in turn, is overwhelmed by the saver’s massive army, which eventually breaches the defensive line.
Example: Sub – Trident nuclear submarine in Empire Earth
Players can deploy submarines armed with ballistic missiles, each possessing the following attributes:
Strengths:
Capable of delivering powerful missile strikes.
Missiles can reach targets located at great distances.
Weaknesses:
Very expensive to produce.
Lacks sufficient self-defense mechanisms against most threats, particularly fast-attack submarines.
To utilize these units effectively, players must accompany them with appropriate support forces, such as anti-submarine helicopters or escort submarines, to protect against enemy threats.
Example: Weapon Classes in a First-Person Shooter Game
An FPS game offers players several weapon classes to choose from:
Pistols.
Submachine Guns (SMGs).
Assault Rifles.
Sniper Rifles.
Shotguns.
Light Machine Guns (LMGs).
Each class excels in specific combat scenarios, encouraging players to adapt their weapon selection based on the situation:
Sniper rifles are ideal for long-range engagements.
Assault rifles perform best in medium-range combat.
SMGs and shotguns are optimal for close-quarters combat.
LMGs are effective in providing suppressive fire.
Pistols serve as reliable backup weapons when the primary firearm is out of ammunition.
To ensure balance, developers adjusted various parameters for each class. For example:
SMGs were modified to ensure they would not outperform sniper rifles at long range. This was accomplished by increasing recoil, reducing accuracy, and amplifying bullet drop.
Sniper rifles were prevented from overshadowing assault rifles by significantly reducing their rate of fire.