A real-time strategy game with asymmetric races.
From Starcraft strategy balance, rock-paper-scissors design
Starcraft's strategies form a loop of counters, so none dominates. A Zerg rush loses to defensive bunkers, bunkers lose to a saving economic strategy, and saving loses to a rush. Every option beats something and loses to something.
This works as a rock, paper, scissors balancing framework: nothing is overpowered because something counters it, and nothing is pointless because it counters something else. It also pushes players toward mixed strategies and quick tactical switching. As the source puts it: "everything has a counter, and everything is a counter."
A Zerg rush loses to defensive bunkers, bunkers lose to a saving economic strategy, and saving loses to a rush, forming a loop of counters.
Starcraft's strategies form a loop of counters, so none dominates. A Zerg rush loses to defensive bunkers, bunkers lose to a saving economic strategy, and saving loses to a rush. Every option beats something and loses to something.
This works as a rock, paper, scissors balancing framework: nothing is overpowered because something counters it, and nothing is pointless because it counters something else. It also pushes players toward mixed strategies and quick tactical switching. As the source puts it: "everything has a counter, and everything is a counter."
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