The bottom line
Developers balance games with different characters by giving each one trade-offs and counters, then measuring how people play and changing what is off. Perfect balance never lasts, so it takes constant watching, since even good designs break once millions of players and new characters arrive.
Key takeaways
- Balance means every option is viable, and the options should still feel very different. 0:28
- Most games are asymmetric, with 74 fighters or 140 champions that should all work among players of similar skill.
- Rob Pardo warns that balancing with maths alone makes everything kinda feel the same.
- Trade-offs cancel out a character's advantages with drawbacks. 1:42
- Riot calls it a power budget: advantages cost, disadvantages give a discount.
- Heavy Donkey Kong has high top speed and low acceleration, and featherweight Toad is the opposite.
- Counters keep every option in check, and rock, paper, scissors is the model. 3:38
- Everything has a counter and everything is a counter, so nothing is overpowered or pointless.
- Team Fortress 2 fits seven of its nine classes into interlocking triangles that push teams to mix classes.
- Data on win rates, match-ups and pick rates shows where the balance is off. 7:17
- Akali's win rate was 44 percent overall but 72 percent at the 2018 World Championship, because she was hard to play.
- Symmetra was balanced but rarely picked, so Blizzard redesigned her.
- When the meta does not fix an imbalance, developers nerf, buff or change the rules. 10:48
- Buffing the counters of an overpowered character solves the problem without nerfing it.
- Rainbow Six Siege cut its match time to three minutes to balance attack and defense.
The perception of balance is more powerful than balance itself.
Jeff Kaplan, Overwatch
Chapter summaries
0:00 Introduction
Balance means every option is fair, and it is hardest when players start with completely different things.
- Asymmetric games are far harder to balance than symmetric ones. 0:36
- In a symmetric game, all players have the exact same starting conditions.
- In an asymmetric game, players face off with completely different stuff.
- Balance can be an entire department at some companies.
- League of Legends has had more than 200 balance patches in the last decade.
1:40 Creating trade-offs
| Attribute | Donkey Kong | Toad |
|---|---|---|
| Weight class | Heavy | Featherweight |
| Top speed | High | Low |
| Acceleration | Low | High |
Trade-offs are simple to set on easy cases and hard when options can't be compared.
- Power budgets get harder to set as the stats multiply. 2:39
- An easy case: one card does 1 damage to all minions, another does 4, so the second costs a bit more energy.
- Overwatch heroes are incomparable, and Halo 3's sniper rifle had many stats to tweak.
- A sniper rifle against a shotgun is a more exciting choice than two assault rifles, even though the latter is easier to balance.
- Mario Kart's heavy and light racers end up almost evenly matched only on the right track design.
- Bungie could tweak clip size, time to full zoom, reload time and max ammo. It chose the time between shots, from 0.5 to 0.7 seconds.
- Pardo: you can high five each other and say it's balanced, but is it fun? Probably not.
3:37 Using counters
Chains of counters loop into rock, paper, scissors, which keeps every option in check.
- A counter to a counter loops back to the start. 4:15
- A Zerg rush in Starcraft loses to defensive bunkers.
- Bunkers lose to a saving, economic strategy, and saving loses to a rush.
- Dead or Alive has a triangle: strikes beat throws, throws beat holds, holds beat strikes.
- In Team Fortress 2, an Engineer whose sentries keep getting sapped by Spies needs a Pyro teammate.
- Hands should be balanced, while throws should be unbalanced against each other. 6:28
- Hands are locked in before the match: characters and races.
- Throws are picked during the match: moves, units and strategies.
- In Overwatch the whole team is the hand and each player is a throw.
- A hard counter shuts a choice down every time, like a punch against a throw in ARMS. A soft counter only gives an edge, like McCree against Tracer.
- A Zangief who couldn't block would be unusable, so every hand needs access to all the throws.
7:16 Testing the balance
Win rate alone misleads, so developers also read match-ups, skill levels and pick rates.
- A 50 percent win rate can hide an unbalanced character. 7:32
- Ryu who beats Chun-Li every time and loses to Cammy every time still sits at 50 percent.
- Match-up charts show a character's win rate against each other character.
- Akali was the most banned champion at the 2018 World Championship.
- Her skill floor was so high that low-ranked players dragged her win rate down, so data must be split by skill level.
- Pick rates show what players actually choose. 8:51
- A balanced character may go unpicked because she is not fun or only situational.
- Rainbow Six Siege crosses win rate with pick rate to sort operators into four buckets.
- The meta is what the community finds most effective, and it can balance itself as players seek counters.
- Symmetra's redesign gave her a choice of two ultimates, a teleporter or a shield generator.
- A Clash Royale winner named Jason made his cards hugely popular overnight.
- Kaplan calls a meta shifted by player innovation the best-case scenario.
10:47 Nerfing and buffing
Fixing an imbalance starts with finding its cause, then adjusting power up or down and telling players what changed.
- Designers must find the exact cause before they change anything. 11:02
- A character that tops the match-up charts is easy to spot, but the reason is harder to pin down.
- Meta Knight in Super Smash Bros Brawl had fast attacks and could cancel his momentum in mid-air.
- He had many advantages and too few trade-offs, and other characters lacked the tools to counter him.
- Triggers for a change: an overpowered strategy, a character nobody plays, or an annoying play-style.
- Nerfs and buffs can hit the target or the counters around it. 11:31
- Nerfing cuts speed, range or strength. Buffing adds power.
- Buffing an overpowered character's counters solves the same problem.
- Changes range from a small speed tweak to a full overhaul of a character.
- Rainbow Six Siege set the match time to three minutes. Epic scrapped the overpowered infinity blade in Fortnite.
- Patch notes shape how players react to a change. 12:38
- Riot announced a champion nerf but forgot to put it in the code.
- His pick rate still plummeted and his win rate dipped, which shows the pull of player psychology.
12:56 Balancing across skill levels
When players differ in skill, games pair similar players or soften the gap with help, luck and easier roles.
- Competitive games match similar players, while party games help those who trail. 13:09
- Matchmaking pairs players of similar skill.
- Catch-up mechanics include Modern Warfare 2's deathstreak bonus and Mario Kart's blue shell, given only to players at the back.
- These are contentious and must be used sparingly.
- Luck, handicaps and easier roles reduce how much skill decides the result. 13:42
- Snakes and Ladders and Monopoly lean on the die roll.
- In Apex Legends, the loot found on landing shifts the odds of winning.
- Handicap modes are another option.
- Team games offer roles like medic or engineer that contribute without highly skilled front-line action.
14:18 Conclusion
The more distinct the characters, the harder balance gets, and it needs constant watching because every new character can break it again.
- Trade-offs and counters are the starting tools, and live data guides the rest. 14:30
- Even the best designs fail under millions of players.
- Designers track win rates, match-ups, pick rates and player feedback.
- The meta may shift on its own, but sometimes developers must make hard changes.
- Introducing a new character breaks everything again.
In the growth library
Mark Brown, creator of Game Maker's Toolkit. Covers how multiplayer games are balanced and rebalanced: trade-offs, counters, reading player data, nerfs and buffs, and handling unequal skill. The Akali win rate story from League of Legends shows why a single number can mislead.
More from Game Maker's Toolkit · The whole library, and ask it anything