GNG Iniquity
#bufftaquito #punchwalk #whiffycage
According to NRS and their track record...absolutely not.
Read this, people.http://smashboards.com/threads/character-competitive-impressions.367669/page-504#post-18792817
Time to flip a table and do some game design school.
Balance is a subtractive design element; in other words, balance is the absence of certain things. Specifically, balance is the absence of factors that degenerate asymmetry.
Balance is the absence of:
Unfairness is the strict superiority of options. Melee Fox, Brawl Meta Knight, and Smash 4 Diddy are unfair, which means they are simply better than the other characters on average. Unfairness is the simplest and easiest to identify problem, but it is only only element of balance.
- Unfairness
- Polarization
- Homogenization
Polarization is certain specific characters beating certain other specific character, regardless of average balance. (aka "counters") Melee Sheik, Brawl DDD, and Smash 4 Little Mac are very polarized characters. Polarization takes more time to identify, and is harder to address.
Homogenization is the absence of asymmetry in the first place. This is the most subjective and difficult to quantify element, but it just as (if not more) important, because it defeats the point of pursuing everything else.
Any two elements can be easily addressed by sacrificing the other, but none of these are acceptable:
None of these games are balanced. If we insist that any of these cases are semantically "balanced", then we have forfeited all meaningful function of the word so the point as moot. At best we could say these cases are "trivially balanced", like the trivial "solution" of a math problem that isn't actually a useful solution at all.
- You can trivially depolarize any game while preserving character diversity if you just accept blatant unfairness.
- You can trivially solve any unfairness in any game while preserving character diversity if you just make a ring of pure counters.
- You can trivially remove all unfairness and polarization by making everyone the same character.
There is perceptually the most confusion from amateur game designers about polarization. Some go so far as to put polarization on a pedestal, actually making imbalance a design goal. Hard facts:
If any StarCraft matchup exceeds 55:45, that represents a huge balance problem to the game. Blizzard cannot turn Starcraft into rock-paper-scissors and call it a competitive game. 0% of competitive games should be won at the character select screen. They should not even be 10% won at the character select screen.
- Rock-paper-scissors is a terrible game.
- Rock-paper-scissors is not a balanced game. (As described above)
- True counters are bad for a game.
- Hard counters are bad for a game.
- Soft counters are bad for a game.
- All the deepest matchups in virtually any competitive game are 5:5.
- Ideal balance is a matchup chart of entirely 5:5.
- Yes, this (absolute zero polarization) is impossible, just like absolute zero unfairness is impossible.
- But this is still the only correct goal.
Blizzard and Riot have the biggest balance design teams in the world. The vast majority of their time and resources goes towards fighting polarization. David Sirlin obsessively balances his games, and spends the vast majority of that time on polarization. When we made BBrawl, probably 90% of our time was dealing with polarization factors.
Unfairness is, in comparison, quite easy.
Final note: The word "counter" is overloaded. We have been talking about top-level, out-of-game-selected elements--like characters in a fighting game, or races in an RTS.
This does not apply at all to local components, such as a fighting game move, a card game card, or an RTS unit. It's okay for ZSS paralyzer to "counter" or "answer" certain moves. (While it's bad for ZSS to have a 9:1 against Fox, or even a 6:4.)
Team-composition games are tricky (Pokemon, LoL, TF2), since characters are only components of your actual team, just like ZSS paralyzer is just a component of her full character. This means they are somewhere in between, resulting in some weird non-zero target of polarization. Some games target more polarization (Pokemon) and some less (LoL), but either way it is a separate and unrelated topic.
tl;dr - Polarization is a component of balance and strictly bad regarding top-level elements of competitive games. It is neither good nor the lesser of any evils. Stop wishing that your intricate and deep competitive games get turned into character select screen rock-paper-scissors.
There's a thread somwhere on TYM where the OP asked people their thoughts on certain aspects on fighting game design. I think it would help you a bit.Thank you. Once I have it more organized I'll make a thread dedicated to it. I'm going to depend on the community a lot in the design stage...
That was a fun read. Thanks for that!http://smashboards.com/threads/character-competitive-impressions.367669/page-504#post-18792817
Time to flip a table and do some game design school.
Balance is a subtractive design element; in other words, balance is the absence of certain things. Specifically, balance is the absence of factors that degenerate asymmetry.
Balance is the absence of:
Unfairness is the strict superiority of options. Melee Fox, Brawl Meta Knight, and Smash 4 Diddy are unfair, which means they are simply better than the other characters on average. Unfairness is the simplest and easiest to identify problem, but it is only only element of balance.
- Unfairness
- Polarization
- Homogenization
Polarization is certain specific characters beating certain other specific character, regardless of average balance. (aka "counters") Melee Sheik, Brawl DDD, and Smash 4 Little Mac are very polarized characters. Polarization takes more time to identify, and is harder to address.
Homogenization is the absence of asymmetry in the first place. This is the most subjective and difficult to quantify element, but it just as (if not more) important, because it defeats the point of pursuing everything else.
Any two elements can be easily addressed by sacrificing the other, but none of these are acceptable:
None of these games are balanced. If we insist that any of these cases are semantically "balanced", then we have forfeited all meaningful function of the word so the point as moot. At best we could say these cases are "trivially balanced", like the trivial "solution" of a math problem that isn't actually a useful solution at all.
- You can trivially depolarize any game while preserving character diversity if you just accept blatant unfairness.
- You can trivially solve any unfairness in any game while preserving character diversity if you just make a ring of pure counters.
- You can trivially remove all unfairness and polarization by making everyone the same character.
There is perceptually the most confusion from amateur game designers about polarization. Some go so far as to put polarization on a pedestal, actually making imbalance a design goal. Hard facts:
If any StarCraft matchup exceeds 55:45, that represents a huge balance problem to the game. Blizzard cannot turn Starcraft into rock-paper-scissors and call it a competitive game. 0% of competitive games should be won at the character select screen. They should not even be 10% won at the character select screen.
- Rock-paper-scissors is a terrible game.
- Rock-paper-scissors is not a balanced game. (As described above)
- True counters are bad for a game.
- Hard counters are bad for a game.
- Soft counters are bad for a game.
- All the deepest matchups in virtually any competitive game are 5:5.
- Ideal balance is a matchup chart of entirely 5:5.
- Yes, this (absolute zero polarization) is impossible, just like absolute zero unfairness is impossible.
- But this is still the only correct goal.
Blizzard and Riot have the biggest balance design teams in the world. The vast majority of their time and resources goes towards fighting polarization. David Sirlin obsessively balances his games, and spends the vast majority of that time on polarization. When we made BBrawl, probably 90% of our time was dealing with polarization factors.
Unfairness is, in comparison, quite easy.
Final note: The word "counter" is overloaded. We have been talking about top-level, out-of-game-selected elements--like characters in a fighting game, or races in an RTS.
This does not apply at all to local components, such as a fighting game move, a card game card, or an RTS unit. It's okay for ZSS paralyzer to "counter" or "answer" certain moves. (While it's bad for ZSS to have a 9:1 against Fox, or even a 6:4.)
Team-composition games are tricky (Pokemon, LoL, TF2), since characters are only components of your actual team, just like ZSS paralyzer is just a component of her full character. This means they are somewhere in between, resulting in some weird non-zero target of polarization. Some games target more polarization (Pokemon) and some less (LoL), but either way it is a separate and unrelated topic.
tl;dr - Polarization is a component of balance and strictly bad regarding top-level elements of competitive games. It is neither good nor the lesser of any evils. Stop wishing that your intricate and deep competitive games get turned into character select screen rock-paper-scissors.
Why would you post a pick of MKX corner game?Why don't game devs learn balance from the og truly balanced games?
Who can forget the other classic:
Truly a game design masterpiece.
Kabal was balanced.MK9 was pretty balanced
heheh, I thought the same thingKarate Champ
RPS is nothing but 10-0 matchups.The only true fighting game.
Player 1 was OP.Yes. It was called Karate Champ.
Fighting games are fun and all but when I think "balanced" or "competitive" I look no further than the genius designers at Cootie Games. Churning out balanced deep games time and time again such as Don't Break the Ice, and Ants in the Pants. No imbalances. Ice cubes? All the same size. Hammers? Exactly the same. Does each player choose different ants with different mechanics? Hell no. Do we toss the ants in different pants? What kind of idiot designer would do that? Until fighting game developers can make timeless fun games without messy imbalances like character select screens they're just for fun.
Braindead sent me here. Have a like.http://smashboards.com/threads/character-competitive-impressions.367669/page-504#post-18792817
Time to flip a table and do some game design school.
Balance is a subtractive design element; in other words, balance is the absence of certain things. Specifically, balance is the absence of factors that degenerate asymmetry.
Balance is the absence of:
Unfairness is the strict superiority of options. Melee Fox, Brawl Meta Knight, and Smash 4 Diddy are unfair, which means they are simply better than the other characters on average. Unfairness is the simplest and easiest to identify problem, but it is only only element of balance.
- Unfairness
- Polarization
- Homogenization
Polarization is certain specific characters beating certain other specific character, regardless of average balance. (aka "counters") Melee Sheik, Brawl DDD, and Smash 4 Little Mac are very polarized characters. Polarization takes more time to identify, and is harder to address.
Homogenization is the absence of asymmetry in the first place. This is the most subjective and difficult to quantify element, but it just as (if not more) important, because it defeats the point of pursuing everything else.
Any two elements can be easily addressed by sacrificing the other, but none of these are acceptable:
None of these games are balanced. If we insist that any of these cases are semantically "balanced", then we have forfeited all meaningful function of the word so the point as moot. At best we could say these cases are "trivially balanced", like the trivial "solution" of a math problem that isn't actually a useful solution at all.
- You can trivially depolarize any game while preserving character diversity if you just accept blatant unfairness.
- You can trivially solve any unfairness in any game while preserving character diversity if you just make a ring of pure counters.
- You can trivially remove all unfairness and polarization by making everyone the same character.
There is perceptually the most confusion from amateur game designers about polarization. Some go so far as to put polarization on a pedestal, actually making imbalance a design goal. Hard facts:
If any StarCraft matchup exceeds 55:45, that represents a huge balance problem to the game. Blizzard cannot turn Starcraft into rock-paper-scissors and call it a competitive game. 0% of competitive games should be won at the character select screen. They should not even be 10% won at the character select screen.
- Rock-paper-scissors is a terrible game.
- Rock-paper-scissors is not a balanced game. (As described above)
- True counters are bad for a game.
- Hard counters are bad for a game.
- Soft counters are bad for a game.
- All the deepest matchups in virtually any competitive game are 5:5.
- Ideal balance is a matchup chart of entirely 5:5.
- Yes, this (absolute zero polarization) is impossible, just like absolute zero unfairness is impossible.
- But this is still the only correct goal.
Blizzard and Riot have the biggest balance design teams in the world. The vast majority of their time and resources goes towards fighting polarization. David Sirlin obsessively balances his games, and spends the vast majority of that time on polarization. When we made BBrawl, probably 90% of our time was dealing with polarization factors.
Unfairness is, in comparison, quite easy.
Final note: The word "counter" is overloaded. We have been talking about top-level, out-of-game-selected elements--like characters in a fighting game, or races in an RTS.
This does not apply at all to local components, such as a fighting game move, a card game card, or an RTS unit. It's okay for ZSS paralyzer to "counter" or "answer" certain moves. (While it's bad for ZSS to have a 9:1 against Fox, or even a 6:4.)
Team-composition games are tricky (Pokemon, LoL, TF2), since characters are only components of your actual team, just like ZSS paralyzer is just a component of her full character. This means they are somewhere in between, resulting in some weird non-zero target of polarization. Some games target more polarization (Pokemon) and some less (LoL), but either way it is a separate and unrelated topic.
tl;dr - Polarization is a component of balance and strictly bad regarding top-level elements of competitive games. It is neither good nor the lesser of any evils. Stop wishing that your intricate and deep competitive games get turned into character select screen rock-paper-scissors.
Quan Cheese 5 ever m8's. I cri everytimQuan Chi is almost balanced, give him a few more buffs like a universal wakeup and a 1 frame D3 and he should be fine. If he doesn't get those he'll remain unviable.
(Kappa)
I love tekken and think it's a nice example of how a good base game can allow for great balance. At least that's where I think most of Tekken's stability comes from. But matchup numbers can still be skewed in that game. @SaltShaker posted on the T7 discussion forum that he felt Jin-Asuka is heavily in Jin's favor. To a point where Jin just outclasses Asuka in every way possible. But I'm sure the certain console version rebalance that always happens will fix this and a few other problems that game has
Modern Tekken is balanced as fuck, every character is viable, no one has any notably bad or good match-ups, everyone has an answer for everything.
And this is a game series in which the roster for each installment is larger and larger( TTT2 had like 60 characters with only like 5 being semi-clones) and every character has +100 move move-lists.
To have such a big and diverse stable of characters whilst keeping a splendid balance, Tekken surely deserves praise.
No problem man. I always wanted to make my own fighter so I really enjoy threads like these and others. I find theory-fighting to be a conversation I could have all day. Good Luck to you man!!! Hope you manage to create a great indie fighter. Have a Skullgirls type story lol.Thank you very much!
Modern Tekken is balanced as fuck, every character is viable, no one has any notably bad or good match-ups, everyone has an answer for everything.
And this is a game series in which the roster for each installment is larger and larger( TTT2 had like 60 characters with only like 5 being semi-clones) and every character has +100 move move-lists.
To have such a big and diverse stable of characters whilst keeping a splendid balance, Tekken surely deserves praise.
Yup. Imo Tekken is the answer. You want to talk about balanced roster? 95% of the cast viable? Tekken. You'll have 50 characters and only two 3-7 MU's in the entire game lol.I love tekken and think it's a nice example of how a good base game can allow for great balance. At least that's where I think most of Tekken's stability comes from. But matchup numbers can still be skewed in that game. @SaltShaker posted on the T7 discussion forum that he felt Jin-Asuka is heavily in Jin's favor. To a point where Jin just outclasses Asuka in every way possible. But I'm sure the certain console version rebalance that always happens will fix this and a few other problems that game has.