//vrpg/
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Showing all 9 replies.
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>>3995767
The obvious way to balance a game, then, is to make sure that no player acquisition achieves more of these benefits than any other. That is to say, you don't want two-handed weapons to just do "damage" while archery does "damage" and "evasion".

A common game balance failure-mode is instead to tweak the efficiency of different playstyles, rather than tweaking their spread of benefits. The problem with this is that players make decisions largely on the margins- by this I mean that they choose the option that guarantees success in a broader range of scenarios over the option that succeeds more quickly but sometimes fails. This is because repeating content (because you died) is more tedious than doing content slowly most of the time. When a game makes the optimal route more tedious than gambling and hazarding the possibility of repeating content, players usually find it "unfair".

So benefits are only valuable to a player if they enable them to do something they otherwise couldn't. Every benefit therefore needs to make a difference on the margins. At least, that's the ideal.
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>>3995767
I'm guessing this is another one of those "I'm thinking about making a game but not actually making a game" threads
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>>3995767
>I'm maek gaem and I'm trying to le ebin balance it.
Balance is for autistic retards.
Make it enjoyable for a couple of playstyles, leave in retarded exploits and you've got a golden game. It's that fucking simple. Balance autism suck ass.
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