Game Balance


Balancing the Game – Part 4

Welcome to the final post in this series, in which we will discuss the TRUE MEANING OF GAME BALANCE. Previously, we talked about defining your game’s resources and common currency, iterating for balance, and listening to playtester feedback. Today we’re going to get a little philosophical and talk about balancing for fun. Remember when I…

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Balancing the Game – Part 3

Welcome to the third installment of our math-tastic* series on game balance for tabletop and video games! The first installment is here. The second is here. And the third is… um… below. Playtesters, as I mentioned previously, will have many opinions on your game’s balance. These opinions are essential to the game development process—especially as…

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Balancing the Game – Part 2

Game balance is part art and part science. Today, we’re tackling the science. Previously, we discussed the three steps to laying the groundwork for game balance. (Go on, read it and come back. It’s pretty short, but pretty important.) In today’s entry, we’re looking at how to build on that groundwork to bring balance to…

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Balancing the Game – Part 1

I hate game balance. I mean, I like when games are balanced—who doesn’t? But I hate doing the balancing. You know the creative rush, the wide-eyed glee of the initial burst game design inspiration? Game balancing is sort of the opposite of that. And so, for those of you who, like me, groan when we…

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