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Dealing With Fairness and Balance In Video Games

MarkN writes "Video games are subject to a number of balance issues from which traditional games have largely stayed free. It can be hard finding players of comparable skill-level to create even match-ups, diverse gameplay options can quickly become irrelevant if someone finds a broken feature that beats everything else, and some online games make your ability to play competitively a question of how much time and money you've invested in a game, rather than the skill you possess. In this article, I talk about some of the issues relating to fairness and balance in games, in terms of the factors and strategies under the player's control, the game's role in potentially handicapping players, and the role a community of gamers plays in setting standards for how games are to be played. What are your thoughts on managing a 'fair and balanced' gaming experience?"

35 of 192 comments (clear)

  1. I met Bobby Fischer once by BadAnalogyGuy · · Score: 5, Funny

    I had the chance to play Bobby Fischer at chess once. He kicked my ass around the block.

    Then he called me a fucking dirty Jew.

    Which was weird, because I'm not Jewish.

    Thinking about it now, I probably shouldn't have thought I could play chess with him.

    Back in the real world where playing video games cost a quarter or two, sometimes you only got to play 3 rounds of Street Fighter 2 because the other guy was master of Guile's Sonic Boom/Spinning upside-down kick combo. These days, you just disconnect and go find another game to join. Back then you risked cold hard cash every time you went in to play.

    1. Re:I met Bobby Fischer once by Hognoxious · · Score: 4, Funny

      Balls and most of a dick.

      --
      Confucius say, "Find worm in apple - bad. Find half a worm - worse."
    2. Re:I met Bobby Fischer once by Quiet_Desperation · · Score: 4, Funny

      That would be an awesome T-shirt. "Bobby Fischer called me a dirty Jew"

    3. Re:I met Bobby Fischer once by The+Moof · · Score: 5, Insightful

      I had the chance to play Bobby Fischer at chess once. He kicked my ass around the block.

      Then he called me a fucking dirty Jew.

      Which was weird, because I'm not Jewish.

      Serious or not, that's the best metaphor for gaming online I've every heard.

  2. Predictability and variation by jandersen · · Score: 4, Interesting

    I don't agree with the article about the expectation of fairness in games vs real life. I think in both cases what we really want is to know the rules, so we have a chance of following them and making it through.

    In games I simply want things to be moderately predictable - so that with experience I can become better. And then I want variation; it gets pretty tedious if it is always just the same few things you do, like just killing monsters.

    1. Re:Predictability and variation by Anonymous Coward · · Score: 2, Insightful

      I don't agree with the article about the expectation of fairness in games vs real life. I think in both cases what we really want is to know the rules, so we have a chance of following them and making it through.

      Now you know how people who run small businesses feel when the government changes tax policy every 4-8 years.

    2. Re:Predictability and variation by Admiral+Ag · · Score: 3, Interesting

      The real life comparison is important, since a lot of the unfairness in online social gaming occurs because of the anonymity and the ability of people to create new accounts to bypass handicapping systems. In Warhawk, people were creating new accounts simply in order to enter noob servers and stomp people. That's silly and self defeating, especially for a game with a small playerbase.

      If you want online gaming to be fair, then it will have to be fair the same way sports are fair, by rigorous policing of permitted equipment and making sure folks karma follows them around.

      Fairness in design is much less of a problem in most games.

      --
      "by that I mean people who don't sit on slashdot all day wondering why everyone else isn't building robots" DECS
  3. That's easy by metamechanical · · Score: 3, Funny

    That's easy! Just get the ones published by Fox News!

    --
    If I had a nickel for every time I had a nickel, I'd be richcursive!
  4. Bland Games by squoozer · · Score: 3, Interesting

    Please excuse me widening the discussion but... I play quite a few RTS games and I've noticed that over the last few years the various different playable races in those games have tended to become very similar in ability.

    It used to be the case that in an RTS there were generally one or two races that were slightly better than the others but now they are very well balanced. The problem is that they have balanced the races by making them all the same and thus removing one of the most interesting aspects of the genre.

    In AOE II for example you could pit a strong ranged race against a strong close combat race and have a damn good game with each side trying to lure the other into traps that play to their strength. By AOE III every race was damn near the same.

    Ah well, maybe one day someone will have the courage / time to properly balance a game again. Oh and, get off my lawn you kids.

    --
    I used to have a better sig but it broke.
    1. Re:Bland Games by N1AK · · Score: 5, Insightful

      You are exactly right that tight 'game balance' tends to lead to blander options.

      I have seen this in miniature wargaming as well as in computer gaming. But what is really interesting is that even when races aren't perfectly balanced they can still balance well in a competitive environment. In StarCraft the Terrans were seen as being the weakest race, Lim Yo-Hwan then built a reputation as arguably the best SC player while playing as Terrans.

      This is what players refer to when they talk of meta-gaming, which is players gaming the game. If I know that Snipers are the best weapon in Halo 3 and that players will go for them and practice with them more than other weapons then it makes sense for me to learn anti-sniper tactics. Very quickly Sniping will become balanced (or even disadvantaged) because you are playing a strat that everyone has trained to beat.

    2. Re:Bland Games by Shin-LaC · · Score: 2, Insightful

      Ah well, maybe one day someone will have the courage / time to properly balance a game again.

      I hear Blizzard is working on StarCraft 2.

    3. Re:Bland Games by PracticalM · · Score: 2, Interesting
      German or Designer board games often balance things by auctions or player choice. There are still first move advantages but auction do help balance.

      Though different game groups often have different balance points. I've played with some groups that valued items differently in Princes of Florence than my usual group did.

      Some games like Power Grid reverse the turn order to give advantages to players behind.

      And Agricola has different players all picking from exclusive actions where each player is trying to follow their own strategy based on some of their cards (minor improvements and occupations).

      Designer board games are fairly well balanced but skill will generally put you ahead. They are often designed to play with the entire family (most have rules about the youngest player going first usually a kid playing against parents).

      Sure some of these games can be considered lightly themed, but the interesting part of the games are the mechanics not the theme. Some of the better games have mechanics that go well with the theme. Other games are less successful in matching theme to mechanic. Some of us are more interested in the mechanics though.

    4. Re:Bland Games by shutdown+-p+now · · Score: 2, Insightful

      I've noticed that over the last few years the various different playable races in those games have tended to become very similar in ability.

      It used to be the case that in an RTS there were generally one or two races that were slightly better than the others but now they are very well balanced. The problem is that they have balanced the races by making them all the same and thus removing one of the most interesting aspects of the genre.

      "Become"? If you've seen the genre back in the days when it was still called "C&C clones", you'd know that it was the initial state of affairs. Most had factions with units differing almost or only in appearance, with exactly the same movement speed & damage output - just because it always was the easiest way to "balance" things. Better RTS games of old did have some variety, but even so the unit rankings were always parallel (e.g. in Warcraft II, Paladins and Ogres were different, but they were clearly "of the same level", and the number of buildings you'd have to construct to get to them was exactly ther same, too). It took Starcraft to show that radically different factions were viable, and could be properly balanced.

    5. Re:Bland Games by DreadPiratePizz · · Score: 2, Informative

      Even Starcraft, a game that is remarkably balanced, isn't fully so. Because the races are so different, there are many situations that give the enemy the upper hand. This is why the professional players in Korea do not play on Blizzard's maps, but specially crafted ones to make sure that the playing field is as fair as possible.

      Blizzard's own maps are terribly imbalanced, and in this day and age with the knowledge players have, there is no way a fair game can be played on any of them. Maps with ledges over bases favor Terran. Maps with large or no choke points favor zerg. Maps with no natural expansion or one with no gas penalizes zerg. Maps with island expansions favor terran. Etc. Etc.

      The races are so vastly different, yet on properly designed maps players of high skill can compete as equals, somewhat amazingly.

      As far as Boxer goes whom you mention, modern professional SC is dramatically different than when he was in his prime. Boxer won by clever tricks and unit micromanagement. This won't win you games anymore as a Terran, and Boxer's strategies and build orders don't work against modern opponents very often. Playstyle is always changing, and players are able to adapt to that and keep the game fresh and new. This is in part to the imbalance of the races.

      What's good about Starcraft is that since the races are not necessarily balanced, it's nearly impossible to determine the optimal playstyle or strategy, since those differences allow for amazing flexibility. Thus, the game is vastly different now, than even 2 years ago before things like the Bisu Build. This makes a game fun and interesting.

  5. Quake Live by n3tcat · · Score: 4, Interesting

    Quake Live does a great thing by having you go up against a bot, and then determines your level of skill from that and then emphasizes those servers which are taylored to your skill level when you look through the server browser.

    Of course you see people who play outside their skill level, but for the most part you are surrounded by people who play on your level.

    1. Re:Quake Live by Archon-X · · Score: 2, Interesting

      Alternatively, I've always found myself to be quite a decent FPS player, and will always finish in the top 3 in HL2 DM, TF2, Unreal Tourny, Day of Defeat - all quite different playing dynamics.

      Quake3, however, is a different kettle of fish. The people I play against are significantly harder [read, they finish on 30 and I'm on 5], whereas if I play down a level, it'll be similar results but in my favour.

      Quake3 is obviously built for speed and sheer mayhem, but the thing that I do find is that its maps are heavily weighted towards longer living players.
      IE - weapon stops are quite a distance away - on more open / busy maps, you can spend 5 - 6 respawns just trying to get to a weapon successfully.

      In addition to which, weapon stay seems to be turned off, so people camping near weapons just keep on collecting them, preventing others from getting them.

      Not sure if I'm being a cry-baby or these points have merit.

      Apart from that, it seems quite balanced.

  6. Cannot be balanced nor fair by MartinSchou · · Score: 4, Interesting

    Making it 'fair and balanced' can be fun (handicapping in golf or go), but in most cases it just makes a video game crappy.

    Back in the days of Rainbow Six (yes, and now you can get off my lawn) I created an online ranking system based off of chess' scoring system. This worked great for the players and teams, as you didn't really have to find people on your own skill level to have something to gain.

    If I (a mediocre chess player) were to play the reigning world champion of chess, he'd stand to gain maybe 1 point in his ranking by winning (I'd lose 1 I think), but if I were to win, I'd gain upwards of 24 or 32 points (and he'd lose a lot of points). This scoring system makes it worthwile for the best player to avoid drawing or losing to a less skilled player.

    We did get a few complaints about the scoring, because the "best" players were used to them being unable to lose their top spot without losing to #2, where as with this system, someone could overtake them simply by winning lots and lots of games against less skilled players/teams. This has the upside of enticing people to play more, and not just by cherry picking from the top 10. Any adversary is okay, as it gives you a chance to win more points.

    See more on the Wiki page

    1. Re:Cannot be balanced nor fair by protodevilin · · Score: 3, Interesting

      A similar ranking system is now utilized in Street Fighter IV's online matches. Battle Points are earned for each victory you attain, but the amount of points awarded is relative to the points you already have vs. the points your defeated opponent has. So if you have 2000 Battle Points, and you crush a n00b with only 172 points, you are rewarded with maybe 2 or 3 BP (which the loser forfeits in turn). On the other hand, if you were to lose against that same n00b, you'd probably get 120 points slashed from your stock (which the winner gains in turn).

      The result is a ranking system that fairly accurately ranks you among other players who share your level of skill. A fine example of PvP balancing. ...It also results in widespread disdain for the ranking system, due to the high risk of losing a lot of hard-earned points that accompanies each match. Guess you can't please everyone.

    2. Re:Cannot be balanced nor fair by Celarnor · · Score: 2, Interesting

      Explain how this rewards griefing.

      I think the idea itself has merit. If you see a possible exploit, you should maybe explain how it could be done so the flaw can be removed.

      Its pretty simple.

      Person ranked #2 decides he wants to be ranked #1. He's not really good at the game, but he does have a lot of time on his hands. So, he spends 20 hours a day fighting and killing people who just started playing. Even though he's only getting one or two points a kill, it doesn't matter; if he can kill new players at a rate 24x that of player ranked #1, then he can ascend to that spot. Does that help?

      This would work in most current MMOs because playability is tied to the level; e.g, a high-level character is going to be better than a low-level character. You can't take a low-level character and put him with a bunch of high-level characters and expect him to be of any use. With the possible exception of games like EVE Online, where even a newly made character can at the very least jam you and run away, the new players would get walked all over for points.

      It doesn't really need to be said how it rewards griefing; it already intrinsically does so. if it offers any kind of benefit at all for killing newer players, and especially if it offers the same or better benefits, taking into account the amount of time required to kill one, number killed per day, etc, its going to reward it.

      The question is how to make it NOT do that; e.g, establish a point below which no reward is gained, and stick it about halfway down from your current level or whatever.

      Please, as the GP posts, don't consider implementing this anywhere without addressing some of the more glaring issues.

    3. Re:Cannot be balanced nor fair by Kjella · · Score: 2, Insightful

      Yeah, because you can become the #1 chess player simply by beating n00bs. Not.

      Games where you have no realistic chance of losing should also grant you next to no points. If you can beat a weak player *much* faster than a strong player you might have to tune the scale some more, because the idea is that you should earn more points the stronger opponents you beat. Simply round down once you get below 0.5 points or make the numbers much bigger (your rating increased by +1 to 456430) and there's no "single-point" exploit of significance even if they play 24/7. Once you have tuned it so that you must play against players there's some chance you'll lose against to earn more points, problem solved.

      --
      Live today, because you never know what tomorrow brings
    4. Re:Cannot be balanced nor fair by ethorad · · Score: 3, Insightful

      You are right in that it's about whether the fastest rate of gain can be achieved through fighting low or high level opponents, but just because the numbers you picked don't work doesn't mean the system doesn't work.

      The idea is that the gain/loss from playing each match is related to the probability of winning. In your example, killing noobs gets you 24 points a minute, while the PvP session gets you 2.4 and thus your example is unbalanced. People will grief as the reward per minute is higher.

      In reality the score would be set up so that your expected gains from fighting the low levels is no higher than the expected gains from high levels, and should be less.

      Thus say in 10 minutes you could find and kill 10 noobs each with a 99% success rate. If each kill gets you 1 point and each loss loses 50 then you're looking at an expected increase of 0.49 points per noob (0.99*1+0.01*-100), or 4.9 points per 10 minute session.

      Now in 10 minutes, maybe you could find and attack 2 people of a more comparable level. Your chance of success with these guys is only 70%, but now you're getting 10 points for a kill, and losing 15 for a death (still losing more than gaining since chance of winning is greater than 50%). You now expect 2.5 points per person (0.7*10+0.3*-15), or 5 points per 10 minutes.

      The system is then balanced and you should be neutral between griefing noobs or fighting more challenging opponents. If we then tweak the rewards slightly we can create a level slope whereby the expected gains per minute from noob griefing is less than the gains per minute of doing comparable level fights. You could even tweak the rewards such that the expected return from fighting noobs is negative, even though each win is an increase. If above it was a 100 point loss on losing to a noob, your expeced increase would be -0.01 (0.99*1+0.01*-100).

      Now the system means that while you can get points from griefing, you won't get more points than someone who is fighting higher level opponents. Thus if you want to be #1 you need to be gaining points faster than the current #1 and so you won't grief.

    5. Re:Cannot be balanced nor fair by chadplusplus · · Score: 2, Interesting

      is currently used by not only the chess society, but Major League Baseball, American college football and basketball, The North American National Scrabble Association, The European Go Federation, Guild Wars, World of Warcraft, Yahoo Games and a lot of other places.

      And Halo.

      Halo matchmaking takes it another step, which I find interesting, in that it attempts to match you up based upon ranking, but also upon the amount of time or tries that it has taken you to attain that level. If I've attained a level 20 after only 30 games, it is more likely that I will be matched up with others who have attained level 20 after around 30 games instead of those who are stuck at level 20 after 1,000 games.

      I note that the above is a bit of a simplification of how it is done, as it is technically based upon rank and experience points in game type and experience points overall, but the above suffices for this discussion.

      If Quake Live is able to implement an effective ranking/matchmaking system, I may finally have the justification to build a new PC.

    6. Re:Cannot be balanced nor fair by Mister+Whirly · · Score: 2, Funny

      And that man was LEEEROY JENKINNNSSS!!!



      (lower case text added to defeat caps filter)

      --
      "But this one goes to 11!"
  7. Re:Connection speed comes to mind by bemymonkey · · Score: 5, Informative

    You obviously haven't played online much. The important thing here is latency, not throughput. Any latency under 80ms is more than playable, and a 768k DSL line is more than capable of that. Hell, with fastpath I used to hit ~30ms on a 1M line.

    Just use a server that's in the same country instead of halfway around the world.

  8. I don't understand the point. by wayward_bruce · · Score: 2, Interesting

    Video games are subject to a number of balance issues from which traditional games have largely stayed free. It can be hard finding players of comparable skill-level to create even match-ups, [...]

    Author obviously never played basketball with his friends.

    [...] diverse gameplay options can quickly become irrelevant if someone finds a broken feature that beats everything else [...]

    You mean this?

    [...] and some online games make your ability to play competitively a question of how much time and money you've invested in a game, rather than the skill you possess.

    Time spent training is a large factor, if not the largest, in attaining a high level of skill. Good equipment helps in real-life games and sports, too. Some even insist that shell and slate stones make them play better go. Go figure. :)

  9. Natural Selection by plams · · Score: 3, Interesting

    Natural Selection had success in balancing itself by inviting diversity among its players. The marine team has chain of command - it allows less experienced players to be effective by following orders. On the alien team every player is equal. Both teams need strategic thinkers and good shooters. It leads to a enjoyable game for a larger spread of personality and experience level compared to, say, Counterstrike.

  10. I tell my kids by m0s3m8n · · Score: 2, Insightful

    At least once a week I tell my nine year old twins "the world is not fair". Seems appropriate here.

    --
    Conservative, mod down for violating /. political norms.
  11. Balance is key to multiplayer game success by Opportunist · · Score: 4, Interesting

    Many games offer a seemingly large freedom when creating your character, playset or play style, but eventually you find out that only a very narrowly defined path leads to success. Take WoW. You can, in theory, create almost limitless variants of skill point distribution, yet only a handful "work". For some classes, it's basically set in stone that you have this or that distribution, depending on whether you want to go against other players or some large raid encounter.

    In other games, too, you are limited to a narrow set of viable choices. TFA uses beat 'em ups as an example where you can only pick a handful, or even only one, character to succeed, the others being basically fluff.

    It's also not really "balanced" when you're basically forced to play by a certain strategy because all the others simply do not work. If you play an MMO and your class excels in mezzing, it ruins your class if mezzing is simply unnecessary, no matter how much you excel in it. Instead, you have to rely on your other spells which are maybe (in the end, when the devs heard enough whining and don't want to "break" the game for the others and make mezzing important) even as strong as the ones of another class, yet an important part of your character, maybe the reason why you chose it in the first place, becomes completely obsolete.

    This can actually break a game. For a player, or for all.

    Imagine an MMO where healing becomes obsolete because items became so powerful that nothing (short of a player wielded weapon) can harm a tank. Dedicated healer classes would certainly feel unbalanced and "useless". Now, instead of making healers important again, they're giving a boost to their damage spell lines and are told to behave like offensive casters. That's not what I made. I made a healer. If I wanted a damage caster, I would have made one.

    Thus "balancing" a game may actually ruin it, when it is done without first considering what the player actually wants...

    --
    We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
  12. What "Skill" Really Means by Anonymous Coward · · Score: 5, Insightful

    Okay, I'm sorry, but people throw around the word "skill" as though it is some special property that people either have or do not.

    In fact, skill is the totality of what you need to be able to do to compete. In Darwinist terms, it is synonymous with fitness. Fitness, as a term, does not specify exactly what makes one fit; this is specific to each individual case, and is derived directly and in all cases from the conditions.

    There are several methods by which one develops "skill", and they might or might not apply to a give game.

    1. Skill is representative of reflexes. This is rare for most games; it usually is only true when the game is new and no-one really knows anything about it. In these cases, reflexes appear to be the same as skill because they represent an advantage that only one player possesses. Over time, other advantages usually develop to the point where reflexes alone do not represent (much of) an advantage by itself (but is a considerable edge for those who possess other advantages).

    2. Skill is representative of time. This is the most common, because almost all humans are capable of both learning and adapting, and so in most cases practice results in elevated mastery. In almost every game, time spend playing is the single biggest advantage that one can have.

    3. Skill is representative of money. This mostly used to apply in the days of coin-op arcade games, and is more of a derived skill representation as it enhances the advantage of reflexes by limiting the possibility of time. Those with money could get time to develop their reflexes; those without money had no time to practice and could get no advantage over reflexes alone. Money as a representation of skill is however making a comeback, with paid-for exclusive downloadable content starting to represent real advantages such as better weapons or earlier access to new maps.

    4. Skill is representative of knowledge/intelligence. This is in many ways derived from time, but also somewhat independent of it insofar as an individual's natural pattern-matching and information processing and memory potential is concerned. This allows one to discover and or apply complex strategies or unusual rules to a competition, in their own favor. This is in many ways diluted over time, as information becomes disseminated.

    Most games represent several values; Fighters and shooters represent skill mostly as Reflexes in the early days, but mostly Time at later stages of it's lifetime (some fighters can also significantly represent skill as knowledge/intelligence where long combo chains and complex moves are particularly important, or detailed knowledge of spawn times and map layouts). MMOs mostly represent skill as Time, but also Money (to varying degrees depending on many factors, and usually mostly in the early days). RPGs usually represent skill as Time and also in many cases significantly represent skill as knowledge/intelligence; on the other hand, Reflexes typically mean nothing at all. And so on. Other classes of advantages representative of skill exists, but are minor and mostly derived from the above.

    Sorry to all of the elitists who decry modern games as overflowing with noobs who can't press buttons fast enough/aim their mouse precise enough, but "skill" doesn't just mean that. Almost all advantages come back mostly to time, and all are - in principle - subservient to it. If you say that you're skilled at a game, but don't really mean that you've simply played it a lot, then what you're really saying is that your advantage is likely to be temporary, unless you put time in.

    1. Re:What "Skill" Really Means by Draek · · Score: 2, Interesting

      2. Skill is representative of time. This is the most common, because almost all humans are capable of both learning and adapting, and so in most cases practice results in elevated mastery. In almost every game, time spend playing is the single biggest advantage that one can have.

      Wrong. Because all humans are capable of learning and adapting, practice on competitive games only gives you a temporary edge against newbies, nothing more.

      My personal take on it is the old adage, "know yourself, know your enemy and you shall have a thousand victories", and the most common mistake by unskilled players is assuming either is constant. On TF2 for instance, playing as engineer requires not only knowledge of the map itself (which is a factor of playing time), but also knowing where to place sentry guns which, unlike what the unskilled player thinks, isn't fixed but dependant on the strategies applied by the opposing team, and even of yours as well.

      That's why in single-player games (and to a large extent, cooperative games such as WoW) time *is* such a big factor, because the opposing AI usually has only a few strategies and reactions that are almost exclusively deterministic, so practice not only gives you an edge on knowing the map and weapons, but also your enemy which is impossible to do against real, skilled humans.

      --
      No problem is insoluble in all conceivable circumstances.
  13. Its a thing of the past? by Viol8 · · Score: 4, Funny

    What , you mean we should go back to the complex narrative of Pacmac for example? :)

  14. Re: Blacks vs Jews by GargamelSpaceman · · Score: 2, Interesting
    When a black person calls another black person a Nigga it's obvious to any non-blacks in the room that they aren't welcome to play. But if a Jew starts slinging antisemetic phrases around it's not that obvious to anyone who is a Jew and who is a non-Jew usually. It opens up endless Andy Kaufmannesque possibilities creating chaos someone like Bobby Fischer might be able to take advantage of strategically.

    Someone with the ability to play chess at top level obviously has certain mental powers that mean his actions have to be examined VERY closely before pronouncing them insane. Any sufficiently advanced technology is indistinguishable from magic etc..

    Not that I know much about Bobby Fischer. Is he even alive? All signs point to the probability that he is/was nuttier than a fruitcake. Still, I'd have to know alot more about him to be sure.

    --
    ...
  15. Re: Blacks vs Jews by RebelWebmaster · · Score: 2, Informative

    He died a bit over a year ago.

  16. The assumption of competition or cooperation by Paul+Fernhout · · Score: 2, Interesting

    This article just assumes games should be competitive. There are cooperative games. The Wii is pioneering more such cooperative games. Here is a general site on the topic of cooperative computer games:
        http://www.co-optimus.com/

    There are even cooperative board games:
        http://www.familypastimes.com/

    One great thing about cooperative games is that they make it easy for players of different skill levels to play together.

    From Alfie Kohn's book, "No Contest: The Case Against Competition":
        http://www.amazon.com/No-Contest-Case-Against-Competition/dp/0395631254
    "Contending that competition in all areas -- school, family, sports and business -- is destructive, and that success so achieved is at the expense of another's failure, Kohn, a correspondent for USA Today, advocates a restructuring of our institutions to replace competition with cooperation. He persuasively demonstrates how the ingrained American myth that competition is the only normal and desirable way of life -- from Little Leagues to the presidency -- is counterproductive, personally and for the national economy, and how psychologically it poisons relationships, fosters anxiety and takes the fun out of work and play. He charges that competition is a learned phenomenon and denies that it builds character and self-esteem. Kohn's measures to encourage cooperation in lieu of competition include promoting noncompetitive games, eliminating scholastic grades and substitution of mutual security for national security. ... In closely reasoned argument he shows that, while competition is deeply ingrained, it is also inherently destructive, especially where self-esteem is contingent on winning at the expense of others."

    So, there are other ways to have more fun.
        http://www.google.com/search?hl=en&q=cooperative+games

    --
    A 21st century issue: the irony of technologies of abundance in the hands of those still thinking in terms of scarcity.
  17. Regardless of Fair or Balanced, it has to be Fun by auachapan · · Score: 2, Insightful

    As someone who does this for a living, I always feel like fairness, balance, and skill are just tools. The thing that really matters is player psychology. The game doesn't actually have to really be fair or balanced. It just has to *feel* fair and balanced to the player.

    Skill and balance are a means to that end, but I don't think they should be the primary focus.

    It's tempting to think just making it perfectly balanced will make it fun, but that's only part of it. If the player experience isn't considered, it's easy to make something perfect mathematically, but boring or frustrating to players.

    As Jeff Kaplan (former WoW lead) put it, Perfect skill matching would mean you lose half your games. Is that fun? Is there any other way to do it and be fair? Probably not. So they found another way to make it feel fun anyways.

    Whenever I've played with friends who were used to RPG-type games where they're always the hero, they get confused when they play against real people and die a lot instead of easily killing everything like they did before. That makes me think designers should think about how they transition these players from killing computer opponents to real ones.

    As far as measuring skill goes, a perfect skill-based system would determine your skill quickly and accurately and it wouldn't change much. That would feel pretty boring and probably wrong to a player.

    So if your goal is to make a game fair and balanced, you're probably barking up the wrong tree. Instead, think of fairness and balance as some of the tools to make it fun, and focus most on the perception of the average player.