• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:39
CEST 17:39
KST 00:39
  • 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
Serral wins Maestros of the Game 226ByuL, and the Limitations of Standard Play3Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7
Community News
Weekly Cups (June 29-July 5): Solar Doubles0MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon415.0.16 Hotfix (June 30) - Balance + Bug Fixes40Weekly Cups (June 22-28): Zergs thrive in new patch5[TLMC] Summer 2026 Ladder Map Rotation0
StarCraft 2
General
Is the larve respawn broken? 5.0.16 patch for SC2 goes live (8 worker start) 5.0.16 Hotfix (June 30) - Balance + Bug Fixes Weekly Cups (June 29-July 5): Solar Doubles MC vs IdrA, Boxer vs Nal_rA to be Legacy Matches @ BlizzCon
Tourneys
HomeStory Cup 29 GSL CK #5 Race War RSL Revival: Season 6 - Qualifiers and Main Event Vespene Cup #1 — $300+ USD, July 10 Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
New Map Maker - Looking for Advice - Love or Hate Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 533 Die Together The PondCast: SC2 News & Results Mutation # 532 Nuclear Family Mutation # 531 Experimental Artillery
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ Starcraft vs Retro Category on Twitch Data needed Snow On New ASL S22 Map, Zerg Nerf
Tourneys
CSLAN 4 is Coming! Escore Tournament StarCraft Season 2 The Casual Games of the Week Thread [Megathread] Daily Proleagues
Strategy
Simple Questions, Simple Answers Creating a full chart of Zerg builds Relatively freeroll strategies Why doesn't anyone use restoration?
Other Games
General Games
Dawn of War IV Summer Games Done Quick 2026! Nintendo Switch Thread Stormgate/Frost Giant Megathread ZeroSpace at Steam NextFest - Last free demo
Dota 2
Looking for a Dota Mentor Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
NeO.D_StephenKing vs This Guy From 1 Million Dance TL Mafia Community Thread TL Mafia Power Rank Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread Canadian Politics Mega-thread
Fan Clubs
The HerO Fan Club!
Media & Entertainment
Anime Discussion Thread Movie Discussion! Series you have seen recently... [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread Formula 1 Discussion McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Cricket [SPORT]
World Cup 2022
Tech Support
FPS when play League Of Legend on laptop How to clean a TTe Thermaltake keyboard? Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Major Shifts in the Gaming I…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 10809 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
Kung Fu Cup
11:00
#14
IntoTheiNu 1415
RotterdaM836
TKL 345
SteadfastSC244
Ryung 217
IndyStarCraft 201
Rex132
CosmosSc2 62
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Serral 2289
RotterdaM 836
TKL 345
SteadfastSC 244
Ryung 217
IndyStarCraft 201
Rex 132
CosmosSc2 62
RushiSC 30
mouzStarbuck 20
StarCraft: Brood War
Calm 4903
Jaedong 2144
Shuttle 1958
Mini 558
Soma 543
EffOrt 490
actioN 265
BeSt 240
Snow 234
Stork 232
[ Show more ]
Larva 230
Soulkey 181
ggaemo 171
Rush 135
Mong 116
hero 92
Dewaltoss 83
Hyun 63
Free 55
sorry 47
Movie 43
Shine 33
scan(afreeca) 24
Rock 21
HiyA 19
Barracks 19
Sharp 18
zelot 14
Yoon 12
Terrorterran 12
Bale 11
ajuk12(nOOB) 10
Purpose 8
Dota 2
Gorgc8928
qojqva1238
Dendi848
XaKoH 508
LuMiX2
Counter-Strike
x6flipin1932
byalli500
edward76
Other Games
hiko830
FrodaN670
B2W.Neo563
DeMusliM293
Hui .211
Mew2King79
Organizations
Other Games
gamesdonequick32708
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 14 non-featured ]
StarCraft 2
• poizon28 17
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV43
League of Legends
• Nemesis3559
• TFBlade937
Upcoming Events
Replay Cast
17h 21m
CrankTV Team League
19h 21m
OSC
1d 1h
Replay Cast
1d 8h
Replay Cast
1d 17h
CrankTV Team League
1d 19h
OSC
1d 21h
Replay Cast
2 days
RSL Revival
2 days
Serral vs Bunny
ByuN vs GgMaChine
CranKy Ducklings
2 days
[ Show More ]
Afreeca Starleague
2 days
Snow vs Jaedong
YSC vs hero
RSL Revival
3 days
Solar vs Rogue
Maru vs NightMare
Sparkling Tuna Cup
3 days
GSL
4 days
Replay Cast
5 days
WardiTV Weekly
5 days
The PondCast
6 days
Liquipedia Results

Completed

CSL Season 21: Qualifier 2
HSC XXIX
Eternal Conflict S2 E1

Ongoing

IPSL Spring 2026
Acropolis #4
YSL S3
CSL 2026 Summer (S21)
SCTL 2026 Spring
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026

Upcoming

Escore Tournament S3: W2
ASL Season 22: Wild Card Qualifier
CSLAN 4
Blizzard Classic Cup 2026
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
Light Tournament 2026
Eternal Conflict S2 Finale
Eternal Conflict S2 E3
Eternal Conflict S2 E2
Heroes Pulsing #3
Logitech G Connect 2026
StarSeries Fall 2026
FISSURE Playground #5
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 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.