
Everything can be balanced mathematically using a player’s “effort” (e). When looking for balance and values in a game, there is only one answer. Most playtesters aren’t game designers and won’t understand that their anecdotal experience shouldn’t value a game’s element. If they spend most of their efforts working towards one victory path, then they will devalue an element that works for a different victory path.įor example, if I, as a playtester, am trying to win a game by having the most rubies, then I see a card that awards emeralds, I will value it less than the player who has chosen emeralds as their path to victory. Their evaluation of an element in the game is from a limited view point. This could result in a designer giving up or worse, creating a game that isn’t balanced. Using Edison’s method, a designer could potentially make an infinite number of prototypes without finding balance. This should result in only a few iterations of your prototype and faster design time. A designer works out the correct balance of a game before it hits the playtesting table. I subscribe to the Tesla method of designing games. Playtesting is Not How You Determine Balance He should have been able to figure out ahead of time what would have worked.
#Balance game plus
From Tesla’s point of view, Edison wasted a great deal of time and materials on those 1000 plus lightbulbs. While this story is typically used to illustrate the “never give up” moral, compare it to Tesla’s methods to find a different lesson. This resulted in having to create very few physical experiments to reach a working solution.Įdison famously created over 1000 different lightbulbs before finding success. He used imagination, theory, and math to calculate what would happen in his experiments before physically trying them out. Their rivalry is commonly known, but what isn’t fully appreciated is the difference between their methods. Most people have heard of the two scientists, Edison and Tesla. If you’re doing this, you should rethink your methods. Playtesters should not be helping you design a game. Playtesting should not be part of design, it should be part of refinement or development. In fact, it points out a growing misconception of the function of playtesting. The most popular answer I see appear when this question is asked is, “playtesting”.
#Balance game how to
The designer is trying to figure out how to balance to their game. How do you know the value of a card, or resource in a game you’re designing? I see this question pop up from time to time, and it’s a good one to ask.
