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Do RPGs need to be "balanced"??

jjstraka34jjstraka34 Member Posts: 9,850
edited April 2015 in Off-Topic
This is a topic I've been thinking of recently in the wake of Pillars of Eternity being released. Inevitably, there were complaints that certain classes were performing too well, that others couldn't hold their own. And I can't for the life of me, at least in regards to single-player CRPGs, understand where this notion of balance and even-footing came from.

Let's for instance take a look at Baldur's Gate. I don't think there is anyone who would argue that a Wizard Slayer or Beast Master is vastly inferior to a Kensai/Mage or a Blackguard. But so what?? Are we to assume that every adventurer in these worlds were created completely equal?? Many would say that there is no reason to play the former class because it simply can't hold it's own from a power standpoint. My argument would be that alot of what makes classes and kits so fun is their DISADVANTAGES as much as their perks.

To go even further, think about a spell like Detect Evil (or something similar from any number of games). This spell usually serves next to zero importance outside of a obligatory investigation quest in the first act the first time you play the game. No one who is attempting to win a battle is going to have it memorized. But it is in the game....because the best RPGs are doing their absolute best to present you with complete freedom over your character in the world that has been presented. Most people consider NPCs like Garrick and Cernd "useless" which is only true if you are a power gamer with no interest in story or immersion whatsoever. Garrick and Cernd obviously don't compete with Edwin or Dorn, but you would think they were summoned skeletons the way they are lambasted.

In the end, I believe the answer is that what makes RPGs good in the first place is that they AREN'T balanced. The fact that someone can decide to be an arcane hating Wizard Slayer and attempt a no-reload, SCS run with said character is a testament to a strength, not a flaw.
Post edited by jjstraka34 on
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Comments

  • VallmyrVallmyr Member, Mobile Tester Posts: 2,459
    In my opinion flavor>balance unless the flavor makes it so you literally cannot beat the game on normal difficulty. Like if there was a race that made you have all 3's in stats or something that'd be lame.
  • Fiendish_WarriorFiendish_Warrior Member Posts: 309
    "Balanced" is vague. On the one hand, it can be as extreme as "perfectly equal" and I think that's the way it's intended in conversations like this. I've played games like this and they usually get pretty boring pretty quickly. Early tower defense games have a tendency to fall into this category. Sure, there are three different races, but you learn pretty quickly that the differences are merely in the sprites. They have the same kinds of towers that have the same kinds of ranges and that inflict the same kinds of damages. Think also early Mortal Kombat.

    A slightly more moderate meaning would be "equal opportunities to succeed," which doesn't entail perfect equality. Here belongs those games where different access to weapons, armor, and spells might require different strategies, but each of those strategies, although different, give a similar chance to complete the game on any difficulty. This can be interesting, especially if it's a competitive multiplayer game.

    Finally, there's a notion of balanced where cheesing is minimized across all classes, but it is easier to finish the game with some as opposed to others. The goal here is to simply ensure that every class *can* finish, but it isn't interested in making sure that happens in an evenly distributed manner. I think BG would fall into this category. Sure, not every kit is identical in terms of strengths and weaknesses, but every kit has a chance to finish the game on any difficulty setting.

    I'm okay with the 2nd and 3rd notions. I hate the 1st, almost equally as much as I hate an unbalanced game that has godlike classes and / or classes that are plainly mind-numbingly handicapped. There were some pretty bad kits in FF series, like the dancer in FFV whose only reasons for selecting was for completionist reasons and / or being able to equip ribbons.
  • DJKajuruDJKajuru Member Posts: 3,300
    I like to consider that my characters could be taken from novels, and novel writers follow a rule called "Empathize but don't Sympathize"

    For example:

    Sympathizing: "Oh, my poor wizard slayer can't wear anything magical. I suppose they should give him some commom item that will give him bonuses that aren't necessarily magical! Yes, that way we can balance my character "

    Empathizing: "It's a bit tough not being able to wear magical armor, but hey , my character slays magic users! If someday magic gets out of control (more than it already is) he will be the only warrior who will survive the onslaught! But before that day comes, he must endure the difficulties of not being tempted by the greed for magical rings , armor or amulets"

    As you can see, Sympathizing means that you are ignoring what a character brings to himself because of his flaws, class or even his personality. Empathizing means the opposite: no matter how much you love that character, he has to learn from his choices , and sometimes the means to it are a bit painful.

    RPG's should follow the second rule - mages can control the universe, but they still have vulnerabilities and need fighters around to protect them because balance doesn't mean fair - it means dealing with the consequences of your choices.
  • proccoprocco Member, Mobile Tester Posts: 915
    edited April 2015
    wubble said:

    Vallmyr said:

    Like if there was a race that made you have all 3's in stats or something that'd be lame.

    there's a squirrel near ulcaster, if you kill it you get a ring that turns you into a squirrel with those stats.
    Wait...is that true? That's awesome! Now I want to try the newly discovered trick of getting Elminster into your part and stick that ring on him. Why? I don't know!
    Sorry, not trying to derail the topic....
  • GodGod Member Posts: 1,150
    edited April 2015
    The only thing that makes you human is that, unlike other beings, you may choose to be wrong and you often do.
    A well-designed RPG accommodates that.
  • iKrivetkoiKrivetko Member Posts: 934
    Balance is only needed to make sure that there are no classes that can faceroll the whole game, and, on the contrary, no classes that are so bad that they are only good for a maximum challenge run.

    Otherwise, it is only natural that some classes are generally stronger than the others.
  • meaglothmeagloth Member Posts: 3,806
    Vallmyr said:

    In my opinion flavor>balance unless the flavor makes it so you literally cannot beat the game on normal difficulty. Like if there was a race that made you have all 3's in stats or something that'd be lame.

    Phhsss, balance. http://forum.baldursgate.com/discussion/32385/rebooted-the-tale-of-loser-meagloths-24-roll-no-reload-run-complete/p1
  • O_BruceO_Bruce Member Posts: 2,790
    edited April 2015
    I personally think that in RPGS player's decision should be made via "It's my "fantasty"" factor rather than "this class rocks, other sucks" factor. As such, it would do well for a game if the choices player has to make were at least viable. I understand that classes have to posses their perks and flaws, but the perks should be good enough despite the flaws.

    Right now, in Baldur's Gate, Shapeshifter is clearly seen as inferior druid than Avenger. Berserker is much superior than Wizard Slayer. Strong classes are okay, but the imbalance potentially shut of number of choices the player has to choice from. Why would they bother with weak class?

    Then again, people have different views and gameplay styles. Some likes choosing underpowered characters in their games, for the sake of challenge. Some just aren't thinking of tiers or anything like that at all. And majority of gamers are simply pursuing for what is the best choice in the game.

    I would like, for example, Shapeshifter to be more viable kit, since I very much like the idea, but that's something I can put in my "The List of Things I Want Which Won't Be Ever Done By Beamdog, Period".
  • deltagodeltago Member Posts: 7,811
    Yes and no.

    Having balanced classes and tactics allows for better replayability of the game.

    Take the fable series for example. Guns were overpowered that they made fighting with melee weapons pointless.

    If a game has NPCs, it is also good to have balanced classes so you are not leaving one behind all the tone because his or her power is inferior to everyone else.

    But having certain abilities do more damage than others such as Mages Cone of Cold in Origins gives that uniqueness that doesnt make the game feel like same old same old.
  • MalacPokMalacPok Member Posts: 96
    Non-competitive games have little reason to be "balanced." What if one class is a pure demi-god while the other barely qualifies for the "not the worst possible thing ever" label? These represent two different experiences. One offers you the naughty feeling of power, while the other can lead you to a sense of accomplishment. You can treat these as two different game modes.

    On another hand the lack of balance is directly proportional to the complexity of a game. It's very hard to balance out thousands of tiny little features that often have unexpected synergies when combined with other different features. This is how the Cheese is born. Gamers easily find these exploits, and when they get "fixed", soon new ones are found. There will always be overpowered combinations. Whether you see them as reasons for a smooth joyride or a boring thing to be avoided is up to you.

  • jackjackjackjack Member Posts: 3,251
    I say no.
  • BelgarathMTHBelgarathMTH Member Posts: 5,653
    The linked thread below has a lot of interesting thoughts about this same issue. @Dee got in on the discussion and posted some videos about balance in game design. A lot of people might have missed it, because it happened in the Icewind Dale forum.

    http://forum.baldursgate.com/discussion/39669/josh-sawyers-thoughts-on-iwd-ee/p1
  • atcDaveatcDave Member Posts: 2,387
    @malacpok brings up an excellent point about relative strength affecting difficulty. I find this a VASTLY PREFERABLE sort of difficulty adjustment to something that just changes something in combat difficulty or some such. I sort of consider core the only "true" game, and difficulty is fine tuned by variations within that rule set. Strong or weak characters interest me far more than changing everyone's bonus damage.
  • reedmilfamreedmilfam Member Posts: 2,808
    This is a great discussion, only because a badly balanced game can end up miserable for the player. How I see it is that some games let you invest hours before finding that your class is broken and unable to succeed, regardless. Or, at least, it's so difficult to succeed that only gluttons for punishment would. The investment of time before finding that your set-up is broken is the only reason that I get angry when a class is poorly balanced.

    For instance, NWN2 has a class that has an intelligence-based fighter, but enemies immune to critical hits are immune to that effect. Funny, but the majority of the game is against undead and other crit-immune enemies (literally for no reason). There is no way that a player can know that when they start. That's the sort of thing that bugs me - not so much a balance of class, as much as some thought to what will be encountered.

    It's not so important for BG, because you can use (and should use) NPC's to bolster the overall party. I still think the mage hunter (wizard slayer, technically) worthless fighter, along with the beast master, are woefully inadequate to the point of being anti-fun, but that is what it is.

    Recommendation would be for the game to tell you that certain classes are a challenge (which happens in newer games).
  • the_spyderthe_spyder Member Posts: 5,018
    So from my perspective, being a huge Super hero game fan of old, I always hated the fact that they would try (in video games particularly) and 'Balance' characters like Spiderman and The Hulk. Back in the 80s, there was this one story line where Hulk was on a rampage. The Avengers came in to try and stop him and got stomped. The AVENGERS. Spiderman new something had to happen and so he went in. He was TOTALLY outclassed yet he still went into the fray. That was some truly epic story telling. By the way, Spidey did NOT stop Hulk, but that was never going to happen and was not the point.

    In several Marvel video games about heroes (and I feel right in mentioning Marvel Ultimate Alliance among others), all of the characters are so balanced that Daredevil could go up against Thor with an equal chance. DC is no better about it making Batman being able to go toe to toe with Superman in a straight up, non tricked out fight. What??? Sups would KILL Batman in the first round, unless Batman had his Kryptonite ring handy.

    In playing RPG games, I always find it funny when people talk about one thing or another being OP, particularly within the context of 'X should be removed from the game for being OP'. If you think it is overpowered, don't use it.

    Another aspect that I really dislike about the topic is what was described above when 'Equal' is translated into 'The Same'. If you are comparing DPS at a character level, something's gotta be wrong. Or maybe you just want to play Diablo (which isn't wrong, it's just a different game). Characters in the classic D&D setting were never meant to be stand alone and defeat every challenge. It was designed such that each character had strengths and weaknesses and needed a party. That's balance in my book.

    Beyond that, I play characters because I like to role play. I don't care if I'm not as 'powerful' as every other character. And I CERTAINLY don't want to be 'The Same' as every other character. Where's the fun in that?

    So if someone says balance, I think "Such that everyone has a part to play"? I say yes. this is necessary. When people say "My Thief should be able to fight as well as a fighter"? I say NO.
  • Kitteh_On_A_CloudKitteh_On_A_Cloud Member Posts: 1,629
    What's the point in playing an unbalanced game? To me 'unbalanced' is a term which should only be applied to roguelike games, because at least there it's justified that you get killed by a random number generator. But certainly not in an RPG. In an RPG I would just consider it bad game design, or something which was overlooked during testing before the game got officially published.

    Having said that, Pillars of Eternity so far is quite underwhelming for me. The story's good so far and the graphics are stunning, but content-wise? A bit meh. Half of the taverns are filled with NPCs created by backers instead of real NPCs you can interact with. Most of the NPCs on the street don't have much to say either. And most of the loot is hidden in areas you can't sneak in, because there's people watching you. I also dislike the spell system for mages. BG's system was easier to understand, and I don't really like the fact that half my mage's inventory is filled with grimoires just so he can learn some new spells. Also, what's up with armour and weapons? Most merchants selling them offer prices which are way too high. My characters are level 5 now and still walking around in the same gear they started with. I like to customise my characters, you know. Also, each time you level up, you get a very wide array of choices in talents and spells, but you only get maybe one point so you can only choose one talent, ability or spell. Maybe I'm just still too low level and thus the true fun is only still about to start? I don't really feel like I'm fleshing out my character all that much, to be honest.

    Other things I like are the fact that you gain XP when discovering areas (encourages exploration) and the characters I have in my party so far are really amusing. My favourites thus far are Kana and Edér.

    My opinion on the game thus is a bit mixed. Not all too negative, but not as optimistic either. I'll keep playing though.

    PS: sorry for going off-topic. I kinda got carried away there. :persevere:
  • MalacPokMalacPok Member Posts: 96
    There's a very funny Mitchell & Web video around the internets with the title "Angel Summoner and BMX Bandit"

    Go and search it. It relates to this subject.
  • jjstraka34jjstraka34 Member Posts: 9,850
    edited April 2015



    And most of the loot is hidden in areas you can't sneak in, because there's people watching you. I also dislike the spell system for mages. BG's system was easier to understand, and I don't really like the fact that half my mage's inventory is filled with grimoires just so he can learn some new spells. Also, what's up with armour and weapons? Most merchants selling them offer prices which are way too high.

    In alot of the best CRPGs, upgrades don't come fast and furious. Taking the context we are talking about at face value (high fantasy and sword and sorcery), there aren't magical artifacts and weapons around every corner, or what would be the point of adventuring :wink: Even getting a +1 in any category in a game based on at a max a 20-sided die roll is a huge deal. The idea (at least on a first play through, or on higher difficulty) is that every potion, scroll, or silver weapon with JUST that extra bit of damage might allow you to get by is what I love about this genre.

    As for the merchants, the maps in these games are set up so you can't just forget about towns you've cleared earlier. A staple of D&D games especially is that merchants as soon as the first 2 or 3 towns you visit have insanely powerful items for thousands more gold than you are even close to having. The idea is to take note of it and come back later if you want them. High Hedge in Baldur's Gate has incredibly expensive items, and you'll probably visit that area within 1 or 2 hours of starting a game. The same can be said of items available for sale in Kuldahar in Icewind Dale. I'm playing through NWN2 Original Campaign right now and every single merchant has high priced items available that are literally impossible to buy when you first encounter them. It's not a mistake, it's intentional. Think of it as saving up 3 months of allowance for a new video game system when you were younger.

  • SquireSquire Member Posts: 511
    edited April 2015
    I'll tell you where it probably comes from: World of Warcraft. Just like the terms like "Tank", "DPS", "Crowd Control", "Aggro", "Mob Pulling", and all of the other terms that have wormed their way into every RPG setting.

    Okay, that might not be entirely accurate; I don't know for sure that "tank" comes directly from WoW, but I do think WoW has a big influence on the RPG genre as a whole, and many of the terms do come from similar games. I know for a fact that DPS is a WoW term, and concepts like "pulling mobs" and "drawing aggro" are very WoW (WoW being an acronym for World of Warcraft and not an exclamation of admiration :p ).

    Anyway, I digress. The whole idea that the classes have to be balanced likely comes from games where the PCs are likely to fight against each other often, so the developers kind of had to make it so that all classes were equal overall, while some excelled in certain areas. Up close, a heavy fighter type would win the day, but if a hard hitting type could move around a lot, he'd have the advantage, and his mobility could well carry him through. Same if a wizard was able to deploy his spells properly, or a priest made effective use of his defensive spells.

    In PnP games, this kind of gameplay is rare. They focus on the players working together to overcome challenges in whatever way they are able, and the only thing that's really required is that everybody is able to contribute effectively to the overall goal. If a character totally sucks in combat but is great at diplomacy, for example, then he'd not have much fun if the game involved all combat and no diplomacy. Occasionally, players fight party members with similar classes, but it's usually as a group battle. It's rare that a player is made to go one-on-one with a character with the same level in a different class (not impossible but rare).

    So, no, I don't think all the classes need to be balanced. In fact, I think they should NOT be balanced, because they're not competing against each other. They each have their purpose, and they should excel primarily at that purpose, but they should still have other things they can do. A rogue, for example, should mainly focus on locks, traps, and stealth, but should still not be totally useless in a fight in a game that's mainly about fighting. He should not be as good as the fighter, and in a one-on-one situation the fighter should win every time, but the rogue should still be able to contribute something to the fight.

    However, there should be limits to how effectively each class completes a certain task. If a fighter can steamroll over everything with no help from the others, it won't be much fun for the others. If a wizard can blast everything in sight so the fighter doesn't even need to raise his weapon, it won't be much fun for the fighter. So while they shouldn't be balanced against each other in combat, they should be designed so that they can all contribute equally effectively to most situations.

    That's my personal opinion.
  • the_spyderthe_spyder Member Posts: 5,018


    In alot of the best CRPGs, upgrades don't come fast and furious. Taking the context we are talking about at face value (high fantasy and sword and sorcery), there aren't magical artifacts and weapons around every corner, or what would be the point of adventuring :wink: Even getting a +1 in any category in a game based on at a max a 20-sided die roll is a huge deal. The idea (at least on a first play through, or on higher difficulty) is that every potion, scroll, or silver weapon with JUST that extra bit of damage might allow you to get by is what I love about this genre.

    This, to my thinking, is where ToB failed (one of the places anyway). The fact that every single grunt and minion had +3 weapons and armor was just epic fail as far as I was concerned.

    @Squire - it may surprise you to know that DPS was around before WoW. It was a thing even in Diablo 1. As were terms like Agro, tank and pulling. You are right that they may have become more prevalent with WoW, but they have been around for as long as there have been games. Even way back in the PnP days, things like 'Tank' and "Pulling" were in the mix.

  • MalacPokMalacPok Member Posts: 96
    Of course, the people who want more balance are also right in many ways. It's okay that some classes can be more powerful than others, but like in the case of some BG2 kits, a certain degree of "incompleteness" can be felt. For example when I played a shapeshifter, I really wished for a better high level version of an Even Greater Werewolf, but my desire to seriously kick ass in that form was denied and had stay with the meh version of the skill. The Totemic druid also should have received some more powerful spirit animals during the later stages the game. What about a swarm of Greater Spirit Snakes? It would have been my favorite kit ever.
  • ArchaosArchaos Member Posts: 1,421
    edited April 2015
    Yes, balance is important and it has already proven necessary.

    How many people play the Wizard Slayer and how many play a Berserker or Kensai?
    How many play the Bounty Hunter and how many play Assassin or Swashbuckler?
    How many play the Undead Hunter and how many play the Inquisitor or Cavalier?
    How many play Beastmaster and how many play Archer or Stalker?
    How many play the Jester and how many the Blade?

    Yes, some will play some of the above but compared to the more "popular" classes, the difference is great.
    And those classes are popular because they're good.

    When you have crappy classes then when someone asks for advice they get "Yeah, that class is not that good, really and is underpowered. I would recommend playing something more fun."

    If they find out on their own, then they get disappointed because it doesn't work as they thought or as the flavor or description indicated.

    When stuff are close to balanced (perfection is impossible) then whatever you choose to play based on flavor is still fun in mechanics. And by fun I mean not crappy.

    Flavor and mechanics are two different things. You can have a really crappy class with lots of flavor and one awesome class with lots of flavor again or vice versa.

    Flavor is not an excuse for crappy classes. "It's a crap class but it has flavor." So? It's still a crappy class. And that's an issue that should be fixed.

    And if balance was unimportant completely by game designers, you would have Sorcerers that get d12 for HP, can cast in heavy armor and get the THAC0 of a Fighter.
    DnD always strived to be somewhat balanced and combat role-based.
  • meaglothmeagloth Member Posts: 3,806
    Of course balance is important. Who would play, let alone make, an intentionally unbalanced game?
  • bob_vengbob_veng Member Posts: 2,308
    RPGs are roleplaying *games* and games need to be somewhat balanced to work. balance among classes isn't paramount but that's just a small aspect of overall game balance. well-designed challenges that promote trying out different strategies (which means that those have to work comparably well) is arguably a more important kind of balance...

    so yeah, RPGs need it too.
  • elminsterelminster Member, Developer Posts: 16,317
    @procco No its not true
  • proccoprocco Member, Mobile Tester Posts: 915
    elminster said:

    @procco No its not true

    Wow. I learn something new about this game everyday
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