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Deleted member 5032
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I was going to just tack this onto my Kustom Variation thread, but it’s a complicated issue and I’m stuck at an airport, so might as well go in-depth.
Balance. This site has an obsession with it, but I bet if you ask 100 members what balance is, you’ll get 100 different answers. Does it mean no bad matchups? Does it mean everyone is the same tier? Does it just mean no character has unfair bullshit. And really, does “balance” even matter? Why are we obsessed with it?
So first I just want to cover why “balance” is a deceptive, nebulous term that doesn’t actually mean anything. I think of “balance” like I think of money: it’s just a tool to get what you really want. People get confused and decide money is what they want, when really it’s just the things you can get with money that matter. So how does that describe balance?
Well, it seems to me that the end goal of balance is to achieve a fun-to-play, entertaining-to-watch, and fair fighting game experience. Is there anything else I’m missing? As long as a game meets those criteria, it seems to me that it will be popular and have a long tournament life. It doesn’t matter if it’s actually considered “balanced” as long as people like to play it, like to watch it, and can compete at it. Right? So in a sense, those features are the $100,000 Tesla you want and “balance” is the currency you use to get it. But do you really need “balance” to achieve those goals? I say no, and that the question doesn’t even make sense because no one can define “balance”.
Looking again at UMvC3, that game was full of busted shit. There were overpowered team compositions (Morri-Doom), infinites, glitches, and every other dirty word in the fighting game community. Yet, that game outlasted every NRS title as a popular competitive title by a factor of 2 or 3! It spent 9 years on the Evo main stage. What NRS title has remained relevant for longer than 3 or 4 years?
So, I propose that balance doesn’t matter one bit. I argue that the end goal is the criteria I mentioned above: fun-to-play, fun-to-watch, long tournament life. It doesn’t matter if the game has ban-worthy characters, glitches, infinites, or anything else, as long as it meets those criteria.
Other than that, the only fighting game I can think of that has ever achieved true balance is Divekick, a game where every character only had the same single move: a divekick. So sure, if you want perfect balance then just delete every character except 1, or only allow mirror matches. Otherwise, this concept of balance is something that simply doesn’t exist.
One last thing: if you respond to this post, please include your definition of balance. I won’t be debating or attacking any such definitions; I’m genuinely just curious what everyone thinks they’re talking about when they bring up the concept of balance.
Thanks for reading!
Balance. This site has an obsession with it, but I bet if you ask 100 members what balance is, you’ll get 100 different answers. Does it mean no bad matchups? Does it mean everyone is the same tier? Does it just mean no character has unfair bullshit. And really, does “balance” even matter? Why are we obsessed with it?
So first I just want to cover why “balance” is a deceptive, nebulous term that doesn’t actually mean anything. I think of “balance” like I think of money: it’s just a tool to get what you really want. People get confused and decide money is what they want, when really it’s just the things you can get with money that matter. So how does that describe balance?
Well, it seems to me that the end goal of balance is to achieve a fun-to-play, entertaining-to-watch, and fair fighting game experience. Is there anything else I’m missing? As long as a game meets those criteria, it seems to me that it will be popular and have a long tournament life. It doesn’t matter if it’s actually considered “balanced” as long as people like to play it, like to watch it, and can compete at it. Right? So in a sense, those features are the $100,000 Tesla you want and “balance” is the currency you use to get it. But do you really need “balance” to achieve those goals? I say no, and that the question doesn’t even make sense because no one can define “balance”.
Looking again at UMvC3, that game was full of busted shit. There were overpowered team compositions (Morri-Doom), infinites, glitches, and every other dirty word in the fighting game community. Yet, that game outlasted every NRS title as a popular competitive title by a factor of 2 or 3! It spent 9 years on the Evo main stage. What NRS title has remained relevant for longer than 3 or 4 years?
So, I propose that balance doesn’t matter one bit. I argue that the end goal is the criteria I mentioned above: fun-to-play, fun-to-watch, long tournament life. It doesn’t matter if the game has ban-worthy characters, glitches, infinites, or anything else, as long as it meets those criteria.
Other than that, the only fighting game I can think of that has ever achieved true balance is Divekick, a game where every character only had the same single move: a divekick. So sure, if you want perfect balance then just delete every character except 1, or only allow mirror matches. Otherwise, this concept of balance is something that simply doesn’t exist.
One last thing: if you respond to this post, please include your definition of balance. I won’t be debating or attacking any such definitions; I’m genuinely just curious what everyone thinks they’re talking about when they bring up the concept of balance.
Thanks for reading!