Chapter 13 of "The Art of Game Design" by Jesse Schell describes why "Game Mechanics Must Be in Balance". In class, we experimented with these same mechanics to balance them with a game called BattleBattle. BattleBattle had a vanilla character with a baseline set of stats given to half of the class, everyone in the class got a modified character as well. We would begin by first battling each other with half the class using the vanilla characters and the other half using their modified characters. This allowed us to determine each modified character's fairness compared to the vanilla characters to see if they were overpowered or underpowered. Jesse Scheel describes this as opponents having "radically different skill levels" in his first balance type.
After everyone played some matches with their partner, we saw numerous cards that had that exact thing, some on the extremely strong section with their abilities, while others were extremely weak and couldn't do much to win. Afterward, we all began to take turns battling each other with modified characters on both sides, as "pitting asymmetrical forces against each other can often be interesting and provoking thought for the players." Knowing how our modified characters stacked up against one another allowed us to determine where our character truly stands on the balancing chart.
We all began to make configurations to our character's stats and abilities so that it would reduce the asymmetrically in their powers while maintaining the asymmetrically in their uniqueness. My character "Weenie", was extremely weak and lost battles very quickly, but if I got lucky I could also end the game in 1-2 rounds, an extreme glass cannon style of character that lost significantly more than it won. I increased my character's health to 3 from 2, removed his penalty of lowering the dice roll to 5 when you roll a 6, and made it so that if he rolled 3 of the same number on the dice then he would hit you for 3 HP. After my changes, my character became significantly more balanced than it was before my changes. There were some players whose modified characters became direct counters to others while being countered themselves by another character.
Overall, the changes made increased the level of "prolonged play", as Jesse Schell described in his eighth balance type. By increasing the level of playtime, we are prolonging the interest of the player compared to when they had a weak or strong card that commonly shared the fate fate against each player. A significant amount of the newly modified characters in BattleBattle became much closer to being balanced against each other.
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