How Games Get Balanced

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Balancing a game is one of the most complex pursuits in game development – especially when you’re dealing with a cast of completely distinct and diverse characters. So how do devs do it?

=== Sources and Resources ===

– Sources

Jeff Kaplan | Battle.net Forums

Jaime Griesemer | GDC 2010
(“Design in Detail: Changing the Time Between Shots for the Sniper Rifle from 0.5 to 0.7 Seconds for Halo 3”)

Rob Pardo | GDC 2010
(“Making a Standard (and Trying to Stick to it!): Blizzard Design Philosophies”)

Kosuke Yabuki | GDC 2018
(“ARMS: Building Mario Kart 8 Insights into a Showcase Nintendo Switch Fighter”)

Akali’s win rate has plummeted—here’s why | Dot Esports

Akali’s win rate has plummeted—here’s why

Developer Update – Symmetra Redesign | PlayOverwatch on YouTube

Leroy Athanassof & Geoffroy Mouret | GDC 2018
(“Intelligent Game Design on Rainbow Six Siege”)

Stefan Engblom | GDC 2017
(“Quest for the Healthy Metagame: Balancing Cards in Clash Royale”)

Analysis: Why We Should Buff More Than Nerf | Core-A Gaming on YouTube

Epic pulls overpowered Infinity Blade from Fortnite, says it ‘messed up | Polygon

Live Gameplay Q+A Issue #1 | League of Legends Boards

– Additional resources

Developer Insights: Arena Balance Through Science | Hearthstone

Rock Paper Scissors – A Method for Competitive Game Play Design | Gamasutra

The Unbalanced Design of Super Smash Brothers | ForrestTheWoods

=== Chapters ===

00:00 – Introduction
01:40 – Creating trade-offs
03:37 – Using counters
07:16 – Testing the balance
10:47 – Nerfing and buffing
12:56 – Balancing across skill levels
14:18 – Conclusion
15:15 – Patreon Credits

=== Games Shown ===

Call of Duty: Infinite Warfare (Infinity Ward, 2016)
Overwatch (Blizzard Entertainment, 2016)
Super Smash Bros. Brawl (Sora, 2008)
The King of Fighters XIV (SNK, 2016)
Tetris 99 (Arika, 2019)
StarCraft II (Blizzard Entertainment, 2010)
Super Smash Bros. Ultimate (Sora, 2018)
League of Legends (Riot Games, 2009)
Tom Clancy’s Rainbow Six Siege (Ubisoft Montreal, 2015)
Street Fighter V (Capcom, 2016)
Call of Duty: WWII (Sledgehammer Games, 2017)
Splatoon (Nintendo, 2015)
Mario Kart 8 Deluxe (Nintendo, 2017)
Hearthstone (Blizzard Entertainment, 2014)
Halo 3 (Bungie, 2007)
Call of Duty 4: Modern Warfare (Infinity Ward, 2007)
The Walking Dead: 400 Days (Telltale Games, 2013)
Arms (Nintendo, 2017)
Dead or Alive 6 (Team Ninja, 2019)
Halo Wars 2 (343 Industries / Creative Assembly, 2017)
Pokémon: Let’s Go Eevee! (Game Freak, 2018)
The Witcher 3: Wild Hunt (CD Projekt, 2015)
Life is Strange 2 (Dontnod Entertainment, 2018)
Team Fortress 2 (Valve Corporation, 2007)
Clash Royale (Supercell, 2016)
Dota 2 (Valve Corporation, 2013)
Fortnite (Epic Games, 2017)
Killer Instinct (Double Helix Games, 2013)
Rocket League (Psyonix, 2015)
Call of Duty: Modern Warfare 2 (Infinity Ward, 2009)
Monopoly Plus (Ubisoft Pune, 2014)
Apex Legends (Respawn Entertainment, 2019)
Prismata (Lunarch Studios, 2018)

=== Credits ===

Music used in this episode

Race Driver GRID, ARMS, Wii U System, TowerFall Ascension, 3DS System

Other credits

The Simpsons © Fox



Freedom GamePlays


Clash Royale Tournament Highlights




=== Subtitles ===

Contribute translated subtitles – https://amara.org/en-gb/videos/53cqjOHT6p9I/

#Games #Balanced