Blog Entry 17 - Balancing in Multi-player Games
- Tianshan Su
- Feb 9, 2023
- 5 min read
Updated: Mar 2, 2023
In recent days, I looked at the balancing in Multi-player games. As for the new game my group is going to design is a multi-player party game so it is important to make sure this game will be balanced.
The theoretical information below comes from chapter 10 of the book <Designing Games: A Guide to Engineering Experiences> by Tynan Sylvester
Q: What is Balancing in games?
A: Change the power of items, units, strategies, teams or game characters by adjusting game mechanics
Balance is a key way to achieve these goals: fairness & depth
Fairness:
- at the beginning of the game, nobody has more advantage than the others 
- players think that winning and losing the game are reasonable 
- some games are fair themselves - symmetrical games (puck: 2 teams start with the same situation and use the same rules, the only difference is the athletes) 
- most of the games are asymmetric games (fighting games where players have different abilities, historical games where one plays as the axis and the other plays the allies) 
Depth:
- depth is a characteristic of a game that produces meaningful gameplay through great skill 
- If there is an optimal strategy in the game, the decision-making of the game is meaningless, so the options provided to the players should be balanced 
The theoretical information below comes from chapter 13 of the book <The Art of Game Design> by Jesse Schell
Common Game Balance Types:
1. Fairness
- symmetrical games: Give all players equal resources and abilities
- asymmetrical games: To simulate real-world conditions, to give players another way to explore the game space, personalise, for the balance of the field, to create interesting situations
- rock, paper, scissors: Make sure that one element in the game beats one element and another element beats it (can be found in fighting games)
- mechanism of mutual restraint:
Rock, paper, scissors

- most simple multi-player game 
- each element is restricted by another 
- make sure nobody can be invincible 
https://www.pinterest.co.uk/pin/686869380684138464/
2. Challenge & success
- props distribution system:
Maria Kart 8

- racing game 
- prop distribution system: the player who runs front can only get normal props while the players at the end of the line can get very good props 
https://www.lifewire.com/mario-kart-8-deluxe-review-4688951
The Spiny Shell

- to utterly obliterate the front-runner in the race 
- can be really powerful 
- instantly change the racing situation 
3. Meaningful choice
- counterexamples: in a card racing game, there are 50 cars to choose from, if all of the cars drove the same way, then it's meaningless; in a shooting game, when players are provided with 10 guns, if one of them is better than others, then the decision making has no meaning
- the optimal strategy:
Monopoly

At the final stage:
- players will choose to stay longer in the prison to avoid stepping into other player's land 
- wait for others to step into their lands and go bankrupt 
- there is not much that players can do but see luck 
- all strategic operations in the early game are invalid 
https://www.pinterest.co.uk/pin/638948265894102141/
- Michael Mateas: How many meaningful choices should be provided to the players? - Depend on the quantity of the player's desire
choices > desires, the player feels stressful
choices < desires, the player feels depressed
choices = desires, the player feels free and satisfied
Questions to ask:
- what kind of choices do I want to give to players? 
- Are those choices meaningful? 
- Are the quantities of choices enough? Should I add more to let them feel powerful? Should I reduce choices and make the game more clear? 
- Do I have an optimal strategy in the game? 
The Triangle

example: The Space Invaders
- low points aliens - low input & low payback (moves slowly and easy to shoot, will throw bombs at you) 
- the high points fast moving UFOs - high input & high payback (moves quickly and are not easy to shoot, need to remove your eyesight from the aliens and take the risk to shoot the UFOs) 
Questions to ask:
- Do I have a triangle in my game? If not, how can I apply it? 
- Did I apply the triangle in a balanced way? (the risk and payback in the direct ratio?) 
Examples:
• In Steve Levy's Hecker book, an MIT engineer hacked into a vending machine and offered customers a choice (either to buy the snack at the regular price or to put in a virtual coin and your snack might cost double, or completely free)
• use expectations to balance the game:
Qix: A ball of line segments floats on the screen, and the player dies when they touch him before the rectangle is drawn; if the rectangle is drawn, the area can be obtained, and if more than 75% is obtained, you win
Paper.io 2: multiplayer online enclosure game, your land will be reduced after being encircled by others; when you are half encircled, the more greedy you are (the farther you go), the more likely you will encounter enemies and kill you
Mario Kart series: Manual or automatic? (Manual requires more skills, and it will add a lot of speed if used well); Grab props (risking the crash) or ignore props?...
4. Skill & Probability
- to make these two balanced: use them alternately
Examples: Dealing cards is a probability, how to get out is a skill; dice points are probability, deciding where to go is a skill
- David Perry: The key to designing an addictive design is to design the game in which the player does three things at any time: perform a trick, take various risks, and think about a strategy
Questions to ask:
- Are my players here to be judged (skill) or to take risks (probability)? 
- Skill is generally more serious than probability: is this a serious game, or a casual one? 
- Are there boring parts of my game? If so, can adding probability elements revitalize it? 
- Are there parts of my game that feel too random? If so, would replacing elements of probability with elements of skill or strategy give the player a greater sense of control? 
5. Competition and cooperation
Competition:
Questions to ask:
- Does my game measure player skill fairly? 
- Do people want to win my game? Why? 
- Is winning this game something to be proud of? Why? 
- Can novices and experts compete meaningfully in my game? 
Cooperation:
Questions to ask:
- Cooperation requires communication, do my players have enough opportunities to communicate? How can communication be enhanced? 
- Are my players already friends, or are they strangers? How to break the ice if they are strangers 
- Is there synergy (2+2=5) or hindrance (2+2=3) when players cooperate? Why? 
- Are the players all in the same role, or are they divided? 
- Collaboration is greatly enhanced if one person cannot complete a task. Does my game have such tasks? 
- Missions that force communication encourages cooperation, does my game have missions that force communication? 
Competition & Cooperation:
Questions to ask:
- If "1" is competition and "10" is cooperation, how much is my game worth? 
- Can I give players a choice, is it a cooperative or competitive game? 
- Does my audience prefer cooperation, competition, or a mix of both? 
- Is team competition right for my game? Is it fun to compete as a team or as an individual in my game? 
6. Game time
- if time is too short: no time for players to make strategy (Tic Tac Toe)
- if the time is too long: players will fill boring and never play it again
Example
Minotaur
- a four - players game where players go through the maze and collect weapons and spells 
- if nobody fights with each other, then the game will never end 
- after 20 minutes of the game, a doomsday battlefield mode will be applied and players will be difficult to stay alive longer which can somehow force them to end the game 

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