5.5 KiB
5.5 KiB
Balance Testing for Games
Overview
Balance testing validates that your game's systems create fair, engaging, and appropriately challenging experiences. It covers difficulty, economy, progression, and competitive balance.
Types of Balance
Difficulty Balance
- Is the game appropriately challenging?
- Does difficulty progress smoothly?
- Are difficulty spikes intentional?
Economy Balance
- Is currency earned at the right rate?
- Are prices fair for items/upgrades?
- Can the economy be exploited?
Progression Balance
- Does power growth feel satisfying?
- Are unlocks paced well?
- Is there meaningful choice in builds?
Competitive Balance
- Are all options viable?
- Is there a dominant strategy?
- Do counters exist for strong options?
Balance Testing Methods
Spreadsheet Modeling
Before implementation, model systems mathematically:
- DPS calculations
- Time-to-kill analysis
- Economy simulations
- Progression curves
Automated Simulation
Run thousands of simulated games:
- AI vs AI battles
- Economy simulations
- Progression modeling
- Monte Carlo analysis
Telemetry Analysis
Gather data from real players:
- Win rates by character/weapon/strategy
- Currency flow analysis
- Completion rates by level
- Time to reach milestones
Expert Testing
High-skill players identify issues:
- Exploits and degenerate strategies
- Underpowered options
- Skill ceiling concerns
- Meta predictions
Key Balance Metrics
Combat Balance
| Metric | Target | Red Flag |
|---|---|---|
| Win rate (symmetric) | 50% | <45% or >55% |
| Win rate (asymmetric) | Varies by design | Outliers by >10% |
| Time-to-kill | Design dependent | Too fast = no counterplay |
| Damage dealt distribution | Even across options | One option dominates |
Economy Balance
| Metric | Target | Red Flag |
|---|---|---|
| Currency earned/hour | Design dependent | Too fast = trivializes content |
| Item purchase rate | Healthy distribution | Nothing bought = bad prices |
| Currency on hand | Healthy churn | Hoarding = nothing worth buying |
| Premium currency | Reasonable value | Pay-to-win concerns |
Progression Balance
| Metric | Target | Red Flag |
|---|---|---|
| Time to max level | Design dependent | Too fast = no journey |
| Power growth curve | Smooth, satisfying | Flat periods = boring |
| Build diversity | Multiple viable builds | One "best" build |
| Content completion | Healthy progression | Walls or trivial skips |
Balance Testing Process
1. Define Design Intent
- What experience are you creating?
- What should feel powerful?
- What trade-offs should exist?
2. Model Before Building
- Spreadsheet the math
- Simulate outcomes
- Identify potential issues
3. Test Incrementally
- Test each system in isolation
- Then test systems together
- Then test at scale
4. Gather Data
- Internal playtesting
- Telemetry from beta
- Expert feedback
5. Iterate
- Adjust based on data
- Re-test changes
- Document rationale
Common Balance Issues
Power Creep
- Symptom: New content is always stronger
- Cause: Fear of releasing weak content
- Fix: Sidegrades over upgrades, periodic rebalancing
Dominant Strategy
- Symptom: One approach beats all others
- Cause: Insufficient counters, math oversight
- Fix: Add counters, nerf dominant option, buff alternatives
Feast or Famine
- Symptom: Players either crush or get crushed
- Cause: Snowball mechanics, high variance
- Fix: Comeback mechanics, reduce variance
Analysis Paralysis
- Symptom: Too many options, players can't choose
- Cause: Over-complicated systems
- Fix: Simplify, provide recommendations
Balance Tools
Spreadsheets
- Model DPS, TTK, economy
- Simulate progression
- Compare options side-by-side
Simulation Frameworks
- Monte Carlo for variance
- AI bots for combat testing
- Economy simulations
Telemetry Systems
- Track player choices
- Measure outcomes
- A/B test changes
Visualization
- Graphs of win rates over time
- Heat maps of player deaths
- Flow charts of progression
Balance Testing Checklist
Pre-Launch
- Core systems modeled in spreadsheets
- Internal playtesting complete
- No obvious dominant strategies
- Difficulty curve feels right
- Economy tested for exploits
- Progression pacing validated
Live Service
- Telemetry tracking key metrics
- Regular balance reviews scheduled
- Player feedback channels monitored
- Hotfix process for critical issues
- Communication plan for changes
Communicating Balance Changes
Patch Notes Best Practices
- Explain the "why" not just the "what"
- Use concrete numbers when possible
- Acknowledge player concerns
- Set expectations for future changes
Example
**Sword of Valor - Damage reduced from 100 to 85**
Win rate for Sword users was 58%, indicating it was
overperforming. This brings it in line with other weapons
while maintaining its identity as a high-damage option.
We'll continue monitoring and adjust if needed.