{ "pattern_name": "Balancing Effects", "description": "Rules and effects in games that lessen the differences of value used to measure competition between players.", "content": [ "For games where players play against opponents, the players need to feel that they can affect the outcome of the game. If a game is designed with a certain game time or amount of gameplay, and players feel powerless, these players have to two possibilities: endure gameplay that is uninspiring or suffer that gameplay breakdown due to the players desire to stop playing. To avoid these situations, games can have [[Balancing Effects]] built into them so that all players are more likely to feel that they have a chance to win over their opponents until the intended conclusion of the competition." ], "using_the_pattern": [ "[[Balancing Effects]] can be designed in a game to be preemptive or correcting. Preemptive [[Balancing Effects]] try to maintain [[Player Balance]] so that imbalances do not occur, while correcting [[Balancing Effects]] try to correct imbalances when they have occurred. An alternative to [[Balancing Effects]], which can be used together with them, is [[Limited Foresight]]. This also gives players a [[Perceived Chance to Succeed]] but in this case, it may only be an [[Illusion of Influence]].", "[[Handicaps]] are preemptive [[Balancing Effects]] that are put into effect before gameplay begins. Making [[Extended Actions]] into [[Interruptible Actions]] is a form of preemptive [[Balancing Effect]] as other players can interfere with the actions, especially if they do not have any effect before they are completed. [[Delayed Effects]] in general have a certain [[Balancing Effect]], as they give players the possibility to prepare for the effects. Other ways of creating preemptive [[Balancing Effects]] consist of designing [[Illusionary Rewards]], requiring [[Tradeoffs]], allowing players to choose [[Selectable Sets of Goals]] that best fit their abilities, or providing [[Diminishing Return]] to players that otherwise could become clear leaders. If the effects are direct, these effects can ruin the [[Illusion of Influence]] for players and even make them avoid trying to achieve what should be goals for them. Having [[Balancing Effects]] affect the players indirectly can solve this, for example through [[Character Development]] or making [[New Abilities]] additions to those already used with [[Budgeted Action Points]].", "Examples of correcting [[Balancing Effects]] include giving [[New Abilities]] or [[Improved Abilities]] to disadvantaged players and giving [[Ability Losses]] or [[Decreased Abilities]] to advantaged players. The classic case used in [[Races]] is a [[Decreased Ability]] in the form of [[Movement Limitation]] giving a lower maximum speed. To avoid players losing [[Illusion of Influences]], the positive effects are usually [[Rewards]] to the disadvantaged players for completing goals, while the negative effects are usually [[Penalties]] to the advantaged players for failing goals. The evaluation function that determines the [[Balancing Effects]] is for the same reason often hidden from players, for example, by making all [[Pick-Ups]] look the same though they have different effects, or by hiding the actual rolling of [[Dice]] to be able to fudge the results. Another example of a correcting is to decide the order of [[Turn Taking]] so that disadvantaged players give the most advantageous positions.", "[[Transfer of Control]] can also be used to correct imbalances, but these are often linked to the [[Rewards]] or [[Penalties]] of any of the players. A common solution is to have forced [[Shared Rewards]], so that the player who gains the [[Reward]] must share it with someone else, typically the most disadvantaged player. Controlling how [[Spawning]] occurs can also be corrective, either placing disadvantaged players at [[Strategic Locations]] or placing advantaged players at bad locations.", "Games with more than two teams or players competing against each other automatically have some corrective [[Balancing Effects]]. Players in these games perceived as leading may be the starting point of [[Mutual Goals]] for [[Uncommitted Alliances]], which have the intentions of ganging up against the leader. This is common in games with [[King of the Hill]] goals but can also be found in games that allow [[Player Decided Results]] and [[Player-Decided Distribution of Rewards & Penalties]]. Sufficient [[Game State Overviews]], for example, public [[Scores]], so players can notice leaders, are required for this form of [[Balancing Effect]] to occur.", "[[Game Masters]], as [[Dedicated Game Facilitators]] that have constant access to the complete game state and can enforce their own [[Player Decided Results]], can perform both preemptive and corrective balancing effects during gameplay.", "Games using primarily [[Randomness]] to judge outcomes can easily be designed to have [[Balancing Effects]] over time or when considering several game sessions together. However, games with [[Dedicated Game Facilitators]] can fake the [[Randomness]], for example, the results of [[Dice]] rolls, to explicitly create [[Balancing Effects]] during gameplay." ], "consequences": [ "The presence of [[Balancing Effects]] strengthens or prolongs players' [[Perceived Chance to Succeed]] but lessens the [[Perceivable Margins]] of the game and removes feelings of [[Game Mastery]] in the game. [[Balancing Effects]] often provide the [[Right Level of Difficulty]] and [[Smooth Learning Curves]] in games by making challenges sufficiently difficult.", "[[Balancing Effects]] are used in [[Multiplayer Games]] to avoid too large differences of [[Asymmetric Abilities]] between players. They can achieve [[Player Balance]] or [[Team Balance]] during gameplay, often to maintain [[Tension]] as long as possible in the game and to allow [[Higher-Level Closures as Gameplay Progresses]]." ], "relations": { "Instantiates": [ "Player Balance", "Smooth Learning Curves", "Team Balance", "Tension", "Higher-Level Closures as Gameplay Progresses", "Right Level of Difficulty", "Perceived Chance to Succeed" ], "Modulates": [ "Character Development", "Penalties", "Asymmetric Abilities", "Multiplayer Games", "Transfer of Control", "Improved Abilities", "Ability Losses", "Decreased Abilities", "Spawning", "Rewards", "Dice", "Pick-Ups", "Turn Taking" ], "Instantiated by": [ "Extended Actions", "Player Decided Results", "Movement Limitations", "Interruptible Actions", "Illusionary Rewards", "Budgeted Action Points", "Handicaps", "Diminishing Returns", "Dedicated Game Facilitators", "Game Masters", "Tradeoffs", "Player-Decided Distribution of Rewards & Penalties", "Delayed Effects", "Randomness", "Score", "Shared Rewards", "Rewards", "King of the Hill" ], "Modulated by": [ "Game State Overview", "Uncommitted Alliances" ], "Potentially conflicting with": [ "Perceivable Margins" ] }, "examples": [ "Power-ups in Monkey Race 2 in Super Monkey Ball 2 give speed boosters only to the players that are not leading the races. Further balancing effects can be added by players through the option that makes the leader have a lower maximum speed than the other players.", "Multiplayer online first-person shooters often have possibilities to force teams to be balanced in numbers. Some, such as Return to Castle Wolfenstein: Enemy Territory, have functionality that can automatically reassign teams based on experience to try and balance the teams further." ], "label": "14. Game Design Patterns for Game Mastery and Balancing", "pattern_links": [ { "name": "Turn Taking", "file": "TurnTaking" }, { "name": "Player Decided Results", "file": "PlayerDecidedResults" }, { "name": "Tension", "file": "Tension" }, { "name": "Handicaps", "file": "Handicaps" }, { "name": "Delayed Effects", "file": "DelayedEffects" }, { "name": "Game State Overview", "file": "GameStateOverview" }, { "name": "Decreased Abilities", "file": "DecreasedAbilities" }, { "name": "Character Development", "file": "CharacterDevelopment" }, { "name": "Dice", "file": "Dice" }, { "name": "Smooth Learning Curves", "file": "SmoothLearningCurves" }, { "name": "Game Masters", "file": "GameMasters" }, { "name": "Interruptible Actions", "file": "InterruptibleActions" }, { "name": "Player-Decided Distribution of Rewards & Penalties", "file": "Player-DecidedDistributionofRewards&Penalties" }, { "name": "Spawning", "file": "Spawning" }, { "name": "Budgeted Action Points", "file": "BudgetedActionPoints" }, { "name": "Perceived Chance to Succeed", "file": "PerceivedChancetoSucceed" }, { "name": "Movement Limitations", "file": "MovementLimitations" }, { "name": "Perceivable Margins", "file": "PerceivableMargins" }, { "name": "Improved Abilities", "file": "ImprovedAbilities" }, { "name": "Transfer of Control", "file": "TransferofControl" }, { "name": "Uncommitted Alliances", "file": "UncommittedAlliances" }, { "name": "Higher-Level Closures as Gameplay Progresses", "file": "Higher-LevelClosuresasGameplayProgresses" }, { "name": "Illusionary Rewards", "file": "IllusionaryRewards" }, { "name": "Randomness", "file": "Randomness" }, { "name": "Team Balance", "file": "TeamBalance" }, { "name": "Right Level of Difficulty", "file": "RightLevelofDifficulty" }, { "name": "Player Balance", "file": "PlayerBalance" }, { "name": "Penalties", "file": "Penalties" }, { "name": "Dedicated Game Facilitators", "file": "DedicatedGameFacilitators" }, { "name": "Shared Rewards", "file": "SharedRewards" }, { "name": "Rewards", "file": "Rewards" }, { "name": "King of the Hill", "file": "KingoftheHill" }, { "name": "Diminishing Returns", "file": "DiminishingReturns" }, { "name": "Multiplayer Games", "file": "MultiplayerGames" }, { "name": "Extended Actions", "file": "ExtendedActions" }, { "name": "Pick-Ups", "file": "Pick-Ups" }, { "name": "Asymmetric Abilities", "file": "AsymmetricAbilities" }, { "name": "Score", "file": "Score" }, { "name": "Ability Losses", "file": "AbilityLosses" }, { "name": "Tradeoffs", "file": "Tradeoffs" } ], "pattern_id": "BalancingEffects", "playable_concept": "Not available yet", "metadata": { "version": "1.2.2.2", "date_processed": "2025-04-26", "source_file": "BalancingEffects.htm", "converter_version": "1.2.2.2" } }