• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:48
CEST 12:48
KST 19:48
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9Serral wins HomeStory Cup 2915Serral wins Maestros of the Game 244ByuL, and the Limitations of Standard Play3
Community News
Stellar Fest TWO the Moon (Dec 16-20)5Weekly Cups (August 24-30): Patches' balance mod takes over2New 3v3 BGH Ladder (and more) on ShieldBattery!38Weekly Cups (August 17-23): Zerg dominate the week6Weekly Cups (August 10-16): SHIN doubles3
StarCraft 2
General
Weekly Cups (August 10-16): SHIN doubles Weekly Cups (August 24-30): Patches' balance mod takes over SC4ALL II: SC2 Player Announcement 6/8 - Maru How would you feel about frequent/monthly balance patches for SC2? Weekly Cups (August 17-23): Zerg dominate the week
Tourneys
Stellar Fest TWO the Moon (Dec 16-20) 2026 GSTL Announcement PIG STY FESTIVAL 8.0! (13 - 23 August) Sparkling Tuna Cup - Weekly Open Tournament IntoTheTV X SOOP SC2 League : Weekly & Monthly
Strategy
[G] Having the right mentality to improve
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 541 Binary Choice The PondCast: SC2 News & Results Mutation # 540 Dodge This Mutation # 539 Thunder Dome
Brood War
General
Which box art did your first copy of StarCraft 1 have? New 3v3 BGH Ladder (and more) on ShieldBattery! XUN appreciation thread ASL22 General Discussion Pros React To: Calm's Big Brain Play Vs Mini
Tourneys
[ASL22] Ro24 Group F BSL LAN Party - Kraków 29-30 August - OPEN SIGNUPS Escore Tournament - Season 3 [Megathread] Daily Proleagues
Strategy
Replay Review Process - What do you do? Game Theory for Starcraft Odyssey Mineral Stack Saturation Fighting Spirit mining rates
Other Games
General Games
General RTS Discussion Thread Nintendo Switch Thread Stormgate/Frost Giant Megathread Anyone here play Quakeworld back in the day? EVE Corporation
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish TSM pausing esports and CLG Dead
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Power Rank TL Mafia Community Thread NeO.D_StephenKing vs This Guy From 1 Million Dance
Community
General
Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread US Politics Mega-thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023 NBA General Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Northern Ireland Global Starcraft
Blogs
Regacy Esports: The Bh…
regacyesports
Violent Games and Crime Rate…
TrAiDoS
LOCKPICKING NOOB
LUCKY_NOOB
Cathedral Of CS And NY pizza a…
FuDDx
Please support my new stand…
Peanutsc
Customize Sidebar...

Website Feedback

Closed Threads



Active: 6256 users

Part Five: Balance

Blogs > ChristianS
Post a Reply
ChristianS
Profile Blog Joined March 2011
United States3304 Posts
December 31 2011 06:59 GMT
#1
In previous installments of this blog, a general idea of an RTS game concept was envisioned, and a model game was constructed based on that original concept. Now that a model has been constructed, it's time to discuss in general terms how to balance that model.

Balance is a process that generally should come at the end of a game-building process, since any changes along the way could shift the balance significantly. That principle, however, comes with several caveats that should be taken into consideration much earlier in gameplay. The first is that all decisions made in the game design process will affect the eventual balancing process. Specifically, they will make it easier or more difficult. Choosing to make asymmetrical races will make the game more difficult to balance; making the game more complex will make balance even more difficult. Of course, this does not mean that the game should not have complexities. Instead, it means that a studio should be prepared to invest the time and money into balancing a complexity properly before they put it into the game. In the case of our project Replaceable Parts, the game will probably never make it past the theoretical stage, but we should still consider the balance implications of any game decisions we make.

Some complexities will make the game particularly difficult to balance. In particular, free win possibilities fall in this category. Examples of possibilities like this are dark templar in SC:BW or SC2; a dark templar in a base without detection is a free ticket to victory. Air unit rushes are a similar species. You can guarantee that these units were looked at very closely by Blizzard to ensure that they were stoppable. It is not necessarily bad to include such strategies in a game, but they are nightmares for balancing a game, and should be used lightly and with caution. A game that has too many free win buttons quickly becomes a game of coin flips and rock-paper-scissors, which is bad game design whether or not it creates a statistical imbalance in win rates.

Design decisions can also make balance easier. Scouting makes balance considerably easier, since the game can be balanced on the assumption that any strategy that approaches becoming too strong will also have telltale signs that indicate to the opposing player that the strategy might be coming. And, of course, there must be a way to beat that strategy once you pin your opponent on using it, so "counters" are a good way to ensure that the game remains relatively balanced. But "counter charts" are a slightly unsophisticated solution to the problem, and there are better ways to deal with problems.

For example, consider the infestor broodlord composition used in Starcraft 2 by Zergs. for some time it was considered imbalanced, and it is certainly a powerful army. One reason for this is that the units so neatly cover each others' weaknesses. Broodlords tend to be weak to either air units or clumps of ground units darting in to pick them off; infestors are fairly effective against air units, and destroy clumps that dart in. Infestors, meanwhile, are vulnerable to very small numbers of units darting in, and generally to large ground units; broodlords can easily kill any small numbers of units that dart in, and large ground armies are simply ineffective against broodlords. A group of marines large enough to dart in and kill some broodlords before dying to broodlings is large enough to fungal growth to great effect; a group small enough to render fungal growth impractical will be killed by broodlings before they can kill anything.

So many of the obvious "counters" that might appear on a table of counters are ineffective against the composition. Many called the composition imbalanced, and I'm not going to take a position on whether they were right or wrong. But the best response, at least, could not be found on any counters list. The weakness that infestors and broodlords share is immobility; the answer was (and is) not in another unit, but in hitting the Zerg where their army wasn't. So rather than designing units with counters from other races, it is better to design each unit with inherent weaknesses. Then enemy units will have potential answers to these weaknesses, but the "counter" terminology is not terribly useful, since not all weaknesses are answered by a specific unit.

These considerations are especially important for Replaceable Parts because it's based on a system in which the gameplay situations are not clear to the designer. A game could be designed with relatively few gameplay options, and designers could evaluate the strategic implications of all of these to balance such a game, but this wouldn't be a very good game. A better game is one complex enough that the strategies players will come up with may or may not be something the developers foresaw, but if the developers don't know what strategies will be used, they can't be certain that those strategies are balanced against each other. Given that this is the case, measures must be taken to ensure that there are responses to most strategies so that no strategy becomes too powerful.

There are some forces that help balance happen naturally. Players tend to evaluate their strategies based on win rates. So while they are always looking for the best strategy, they generally do not innovate greatly when a matchup is going in their favor (choosing instead to focus on other matchups). When they are losing, on the other hand, they search around for strategies that can swing the game more in their favor, and the more often they lose, the more creative they get. So the longer a matchup favors one race, the more and more likely that a strategy will be discovered that will swing things in the other direction, while the race that has been winning has not been developing their side of the matchup as much.

Of course, the majority of balancing goes on in the playtesting stage of a game. While Replaceable Parts will likely never make it to that stage, it is worth discussing how that can help the balance of a game and, more specifically, how it can not. Playtesting is a beautiful thing, and it can reveal facts about the game that no other design practice can. That said, everything discovered in this stage should be taken with a grain of salt. Players in this stage will find some strategy or set of strategies that they consider imbalanced, and they may be right, but more likely than not that strategy is just the best that someone could come up with in the brief playtesting stage. The strategies of your game will endure a great deal more development than could ever be simulated in the playtesting stage, and whatever strategy is being criticized will undoubtedly be figured out and beaten by the time the game makes it onto shelves. This doesn't mean playtesting is worthless, but it does mean that it cannot be trusted to find all issues before the game is released. Considering the balance implications of game decisions during the development stage is important to designing a well-balanced game, and measures can be taken that make balance easier.

*
"Never attribute to malice that which is adequately explained by stupidity." -Robert J. Hanlon
Please log in or register to reply.
Live Events Refresh
Next event in 12m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ProTech146
EnDerr 38
Lowko2
StarCraft: Brood War
Calm 4610
Bisu 933
Horang2 681
Jaedong 529
BeSt 496
Shuttle 485
Mong 389
Larva 301
EffOrt 282
Mini 205
[ Show more ]
Hyuk 205
Light 146
Rush 141
Killer 86
Pusan 85
Dewaltoss 80
Stork 77
Leta 73
ZerO 70
Soulkey 66
sorry 66
Mind 51
ToSsGirL 44
Hm[arnc] 37
Snow 36
Barracks 25
Bale 23
Yoon 22
soO 15
ajuk12(nOOB) 13
Sacsri 12
SilentControl 12
NotJumperer 10
Free 5
League of Legends
JimRising 362
Counter-Strike
pashabiceps1183
olofmeister1006
shoxiejesuss943
markeloff62
Super Smash Bros
Mew2King94
Other Games
singsing1234
ceh9786
Sick127
B2W.Neo54
ZerO(Twitch)11
Organizations
StarCraft 2
IntoTheiNu 51
[ Show 11 non-featured ]
StarCraft 2
• StrangeGG 59
• LUISG 31
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1152
Upcoming Events
GSL
12m
OSC
2h 12m
PiGosaur Cup
13h 12m
Kung Fu Cup
1d
Replay Cast
1d 13h
The PondCast
1d 23h
IntoTheTV X SOOP
3 days
CranKy Ducklings
3 days
Sparkling Tuna Cup
4 days
OSC
5 days
[ Show More ]
Afreeca Starleague
5 days
Soma vs Shuttle
BeSt vs Rush
WardiTV Weekly
6 days
Afreeca Starleague
6 days
Leta vs ggaemo
Jaedong vs Queen
Liquipedia Results

Completed

BSL 2026 LAN: Kraków
PiG Sty Festival 8.0
Light Tournament 2026

Ongoing

KCM Race Survival 2026 Season 3
K-JUNGMAN
ASL Season 22
Super Anchor Qualifying S3
CSL 2026 AUTUMN (S22)
RSL Revival: Season 6
Big Dog Cup 2026 Div 1
BLAST Open Fall 2026
Esports World Cup 2026
Esports World Cup 2026: LCQ
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026

Upcoming

Escore Tournament S3: King of Kings
Acropolis #5
Acropolis #5 - TRS
Blizzard Classic Cup 2026
Acropolis #5 - GSA
Acropolis #5 - GSB
Acropolis #5 - GSC
HSC XXX
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Calamity Invitational
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.