• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 13:09
CEST 19:09
KST 02:09
  • 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
Team Liquid Map Contest #22: Results and Winners7Code S Season 2 (2026): RO4 and Finals Preview12TL.net Map Contest #22 - Voting & Ladder Map Selection7Code S Season 2 (2026) - RO8 Preview8[ASL21] Finals Preview: Two Legacies21
Community News
ZeroSpace at Steam NextFest - Last free demo15Weekly Cups (June 8-14): Clem and Solar double, PTR tested0RSL: S6 Finals played at BlizzCon 202611Douyu Cup 2026: $20,000 Legends Event (June 26-28)10[BSL22] Non-Korean Championship from 13 to 28 June4
StarCraft 2
General
StarCraft II 5.0.16 PTR Patch Notes may 26th Daily SC2 Player Grid - feedback wanted J188 – Nhà Cái Cá Cược Trực Tuyến Đẳng Cấp Châu Á Code S Season 2 (2026) - RO8 Preview TL Poll: How do you feel about the 5.0.16 PTR balance changes?
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament Master Swan Open (Global Bronze-Master 2) GSL CK #4 20-21th June Crank Gathers Season 4: BW vs SC2 Team League Douyu Cup 2026: $20,000 Legends Event (June 26-28)
Strategy
[G] Having the right mentality to improve
Custom Maps
Work In Progress Melee Maps [D]RTS in all its shapes and glory <3
External Content
Mutation # 530 One For All The PondCast: SC2 News & Results Mutation # 529 Opportunities Unleashed Mutation # 528 Infection Detected
Brood War
General
Battle cruiser feet vs Carrier fleet BGH Auto Balance -> http://bghmmr.eu/ Fact based Zerg Upgrade Tier List vespene.gg — BW replays in browser Data needed
Tourneys
CSLAN 4 is Coming! [Megathread] Daily Proleagues Small VOD Thread 2.0 The Casual Games of the Week Thread
Strategy
Simple Questions, Simple Answers Relatively freeroll strategies Creating a full chart of Zerg builds Why doesn't anyone use restoration?
Other Games
General Games
ZeroSpace at Steam NextFest - Last free demo Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread ZeroSpace Megathread
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
Vanilla Mini Mafia {D-2} Late to making 20.06.2026 memorable [p]94718
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread [H]Internet/Gaming Cafe Tips and Tricks The Games Industry And ATVI UK Politics Mega-thread
Fan Clubs
The HerO Fan Club! The herO Fan Club!
Media & Entertainment
Movie Discussion! [Req][Books] Good Fantasy/SciFi books [TV/BOOK] *SPOILERS* Game of Thrones Discussion
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion Cricket [SPORT]
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Facing Challenges in Mobile App Development
TL Community
The Automated Ban List
Blogs
How To Predict Tilt in Espor…
TrAiDoS
An Exploration of th…
waywardstrategy
I'm an arrogant trash talke…
FlaShFTW
Gauntlet SC2: A Retrospectiv…
Ctone23
Why RTS gamers make better f…
gosubay
Customize Sidebar...

Website Feedback

Closed Threads



Active: 9998 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
IPSL
16:00
Ro8 M3
Bonyth vs Dewalt
Liquipedia
PSISTORM Gaming Misc
15:55
FSL TeamLeague: PTB vs ASH
Freeedom19
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ByuN 676
BRAT_OK 54
MindelVK 27
StarCraft: Brood War
Britney 27205
Horang2 787
Zeus 536
actioN 459
ggaemo 352
firebathero 163
Leta 127
Hyun 112
Movie 80
Barracks 65
[ Show more ]
scan(afreeca) 31
910 31
Shine 26
ToSsGirL 24
Rock 19
ajuk12(nOOB) 9
Dota 2
qojqva1703
420jenkins322
Counter-Strike
fl0m8863
tarik_tv7715
byalli404
summit1g57
Heroes of the Storm
Khaldor472
Other Games
singsing2338
B2W.Neo723
Mlord721
FrodaN441
crisheroes174
DeMusliM111
uThermal86
KnowMe74
Trikslyr56
UpATreeSC36
Organizations
Other Games
EGCTV904
gamesdonequick329
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 18 non-featured ]
StarCraft 2
• printf 1
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• Airneanach54
• Pr0nogo 5
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Jankos2242
• Nemesis2174
Counter-Strike
• C_a_k_e 1704
• Shiphtur162
Other Games
• imaqtpie0
Upcoming Events
BSL22 NKC (BSL vs China)
1h 51m
XuanXuan vs Jaystar
Mihu vs Messiah
eOnzErG vs Dewalt
Bonyth vs Jaystar
TerrOr vs Messiah
XuanXuan vs Mihu
eOnzErG vs Jaystar
Replay Cast
6h 51m
WardiTV Spring Champion…
17h 51m
GSL
18h 51m
IPSL
22h 51m
Hawk vs Julia
Patches Events
23h 51m
BSL22 NKC (BSL vs China)
1d 1h
Dewalt vs Messiah
Bonyth vs Mihu
TerrOr vs XuanXuan
eOnzErG vs Messiah
Jaystar vs Mihu
Dewalt vs XuanXuan
Bonyth vs TerrOr
Replay Cast
1d 6h
WardiTV Weekly
1d 17h
Monday Night Weeklies
1d 22h
[ Show More ]
Sparkling Tuna Cup
2 days
The PondCast
3 days
Douyu Cup 2020
4 days
Oliveira vs Trap
Jieshi vs XY
soO vs FanTaSy
TY vs Coffee
Douyu Cup 2020
5 days
Neeb vs Impact
MacSed vs Cyan
Scarlett vs Kelazhur
INnoVation vs Dear
Douyu Cup 2020
6 days
Maestros of the Game
6 days
herO vs Classic
Maru vs Serral
BSL22 NKC (BSL vs China)
6 days
Liquipedia Results

Completed

Proleague 2026-06-19
uThermal 2v2 2026 Main Event
Heroes Pulsing #2

Ongoing

IPSL Spring 2026
Acropolis #4
CSCL: Masked Kings S4
YSL S3
BSL 22 Non-Korean Championship
CSL Season 21: Qualifier 1
SCTL 2026 Spring
Maestros of the Game 2
WardiTV Spring 2026
Murky Cup 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
IEM Rio 2026
PGL Bucharest 2026

Upcoming

CSL Season 21: Qualifier 2
CSL 2026 Summer (S21)
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
RSL Revival: Season 6
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
Douyu Cup 2026
BCC 2026
Light HT
Heroes Pulsing #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
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.