Week 10 - Reflection


Since this week is more of a free-form topic, I think I would like to talk about character creation and the balances that ensure this topic. Character creating, through games such as Dark Souls or Skyrim, has always been about creating a fictional character for the game’s overall world. This character, no matter the appearance, often comes with a series of benefits or determents bound to the character. For example, when making a character in the game Skyrim, the Nordic race comes with cold resistance but lacks proficiency in magic. Meanwhile, an elf race excels at magic but has low proficient use in two-handed weapons. Setting aside that you can adjust your character at the end game, players will have to consider each character’s pros and cons.

While each character brings an element of complexity to the game, this is also done to balance the game. If each character excelled at everything, then the player would never choose another character. However, through variety, you incentivize the player to creatively look for other ways to personalize their experience. Sometimes the player will look for a fighting build while others will look for a support build. Not only does this add replayability but brings players in with different skills. As Jesse Schell describes in their Game Mechanics Must Be in Balance chapter, “it makes them feel powerful…they have been able to shape the game to emphasize the way they like to play”.

Although, in an MMO game, character creation relies heavily on the roles and powers given to the character. Roles, like fighter or mage, offer similar ways for players to play the game but through different means. The goal of a class role is to provide a challenge for players and critical thinking through their pros and cons. Similarly, each role works in tangent with other roles to balance out the rest of the game. “Team composition” is a word thrown out a lot during MMO or esports games. Team composition refers to a balanced team composed of strengths and weaknesses that complement each other.

In an MMO, to complete a dungeon or raid, players will need to strategize on mechanics that focus on certain skills. Characters with high health should tackle the boss, while other low health characters focus on damage or mechanics. Like Schell’s chapter, it creates interesting situations that continuously challenge the player meaningfully. However, if the game is not designed properly, the state of balance will shift wildly. If characters are not balanced right, they can sequence break encounters resulting in an unfair balance. Although not limited to boredom, the player may experience a state in which the game is not challenging enough prompting them to leave the game.

Meanwhile, if the characters are underpowered, players may feel that the game is unfair or unwinnable. Much like with an overpowered character, players will leave the game for a new challenge. I believe for all game designers; this is a balance that is so hard to get right. Very few get it right and might be an eternal struggle for all game designers. 

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