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Josh Sawyer - How To Balance An RPG

by Couchpotato, 2014-08-23 06:05:53

Obsidian Game Designer Josh Sawyer posted a new editorial article on kotaku where he talks about how to balance the development of an RPG game.

Why is game balance important in a single-player game? It's a question many players often ask rhetorically, but there are many important reasons why balance should be a strong focus, even in RPGs that focus on single-player experiences. Balance isn't necessarily about seeing what character builds are more powerful when put head to head, but about understanding the different types of challenges those characters will face when going through the game.

Ideally, each type of character build has its own strengths and weaknesses throughout the game's content, but ultimately ALL character builds should feel viable in different ways. No player wants to spend 40 hours working toward a dead-end build. Similarly, few players want to accidentally discover that their fundamental character concept is an unspoken "easy mode" through the game.

RPGs, especially the RPGs we make at Obsidian, are about choice and consequence. That doesn't just apply to the narrative elements, but also gameplay: character creation, character building, and tactical application of skills and abilities in the wild. If we do our jobs well, players will feel the sting of character weaknesses and the satisfaction of character strengths over the course of the game. Challenge is a tricky thing to balance for a wide range of players, but ideally it builds by giving players short periods of stress and mild frustration caused by a mental obstacle. Players examine the obstacle, consider their options, make choices, and eventually overcome it, transforming stress into a sense of exhilaration at their own ingenuity.

But where does this process all start? For me, it begins with a common question I have with anything involving player choice.

Thanks Joxer for the link.Wink

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