- Nov 13, 2014
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If you choose to make all your skills very powerful, then they must all be very powerful.
That is, which skills are too useful or not useful enough?
I feel like you're proving my point and not seeing that. "Making sure the player wants to use all the skill in the game" has nothing to do with "how easy or hard the game is to beat". The former is balance, the latter is difficulty. In fact, balancing skills makes achieving what difficulty you want much easier because the baseline just moves as one piece. Once I've balanced out my skills, I can then realize that the player survives too easily. I could just cut HP in half (for example) without changing any skills and now the player has a much harder time surviving."Balance" in the context of a singleplayer game is basically, "make sure there isn't a way for the player to destroy the difficulty of my game" or, sometimes, "make sure the player wants to use all the skills in the game". But, these are the same thing as "Difficulty".
It absolutely does, it's just weirdly common (especially for rpgs) to be notably unbalanced (it's even something that comes up in tons of conversations about making skills on this site, such as talking about the progression of 'useless skills'). It just matters more in multiplayer games. But traps in skill choice exist in both and are the most extreme example of unbalanced skills. And the ways you achieve balance in single-player games is largely the same as multiplayer games."Balance" doesn't really exist in a singleplayer game.
Where it differs is that the more imbalance there is, the vastly more that people will dislike it in a multiplayer-focused game.
More than being impossible, a perfect balance is boring. I've seen games where things seem to have achieved perfect balance... and no one plays them. People enjoy finding stronger or better plans. There's gratification both in single player and multiplayer in finding not just what is stronger, but knowing you can succeed with what is weaker."Perfect Balance" is nearly impossible to achieve.