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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?"

5 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 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. 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.

  3. 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.

  4. 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.