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Metric Feet's avatar

I think “balance” can become a stand of trees that blocks sight of the forest.

The whole point of a game is to create a compelling experience, but I can see it being very easy to get lost in trying to create systems that “make sense” and moreso systems that are “balanced.” Systems that make sense can be very satisfying, sure… sure. But they can easily be a tedious, unfulfilling drag to put up with. Same with “balance” if the underlying concept would otherwise being 100% dominant in all circumstances, but has to be nerfed to make it work within the confines of the game.

A lot of “games with sword AND guns” have a tendency to do this. The first time I recall seeing this in Skies of Arcadia, it didn’t bother me. Still, having a game do more to showcase how guns >>> swords, specifically Greedfall, will always make me question the logic from here on out.

“Is this fun?” is a more important question than, “is this ‘balanced?’” Still… balance *is* still important if you want to give a player more than one way up the hill that’s not overly handicapping themselves. Balance against the game is less important because the game has no feelings, but balanced against other playstyles is still legitimate. Unfortunately, the “the game must always win!” mentality means that any player option that’s overpowered compared to others is more likely to be nerfed rather than the lollygaggers getting brought up to par...

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Chris's avatar

Your point about power fantasy is huge. I used to manage a coffee shop and every store at this company had a daily trivia question that, if answered correctly, would give the customer 10 cents off their order. I finally realized that most people like trivia because they like to feel smart and they feel smart when they answer trivia questions correctly. There are other reasons, and I'm sure there are lots of exceptions. But the average person just wants to feel smart by sometimes getting the right answer to a trivia question.

I think the same is true for video games. Most players want to feel a sense of accomplishment more than they want to know the game was designed for maximum challenge.

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