Quote:
Originally Posted by Wikipedia
Balance is used to mean a point between two opposite forces that is desirable over purely one state or the other
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Quote:
Originally Posted by Wikipedia
The condition of a system in which competing influences are balanced.
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What I wanted to point out with these definitions is their context to GW, and what I think it about skill balances, etc.
Why balance?
Someone posted this question as a thread the other day, but I'll reanswer this quickly.
Anet is attempting to keep us interested in GW as long as we can, trying to keep the game fresh so we keep playing. As another person(sorry can't remember your name) noted, sometimes they jump the gun and correct imbalances due to fotm builds, rather than letting us figure out the solution ourselves. Other times they simply tweak the skills involved because a large number of people would be put off of the game because of the time involved in figuring out the solution.
One example would be DoA. Anet refused to tweak until we worked out a viable build. Only once people stopped going there did they tweak it; they waited until they had a good measure of the average skill, and adjusted so it presented a challenge to as many people as possible. I've never been there, so I can't say what the area is like now.
What needs balanced?
There are different variables in the game which have to be held in check, the forces which Anet is attempting to hold in equilibrium: the greatest of these are AI, skills, and players.
In pve, AI is least important of the 3 because it can always be adjusted to fit the needs of the latest skill changes or fotm. This can be seen through the recent addition of HM.
Skills are a tough one, because they have to be balanced against themselves and against Variable X. Skills have to look good on paper, have to be tested, and then introduced. Time consuming, but fairly straightforward if you've been working with the skills since their inception(which Anet has).
Variable X is the players themselves. Players are always finding the latest exploits in AI and the latest, greatest skill combo to devestate the foe. Players are the reason that I prefer the term Equilibrium, because we are always forcing a change.
How?
There are two ways, imo, to keep the game in equilibrium. One is to make the game static. No more new skills to add to the already confusing mix. This allows the programmers to slowly work out all the bugs between skills, and eventually skill updates will fade away as the interactions are perfected. The downside is the game will become stale and many players will leave. The balance point will have been reached.
The second way is put so many skills in the game that instead of having one or two fotm builds, you have at least 10. In other words, nobody can predict what type of opponent they will be facing.
Right now in the game there are only so many skills, and many are repeats or similarly acting skills. With enough attractive choices players may broaden the scope of the skills they carry to keep from being predictable. We're fighting inside a box; take the fight outside and you have more choices on how to fight.
When?
The game has been compared to Magic: TG at many points. The reason Magic works as a card game, with no skill changes(to my knowledge)is the variety of skills and usages available. You can't predict what you're opponent will bring, but you can provide yourself with a bit of leeway and strategy to win.
Because of the constant input of Variable X, the player, balance cannot be reached in this game and equilibrium is a tough goal to accomplish. Due to the advent of GW 2 I don't believe GW 1 will achieve this state.
Please remember that GW was originally an experiment for the company, to see if this style of online game could succeed. In my opinion, it has. More importantly, it has provided enough information for a sequel. You might say this is the alpha or beta version of GW2.
Now, ASSUMPTION: if you assume that the 300+ skills of GW will carry over to GW2, I believe that equilibrium can be reached, a self correcting system can be established. If they can work out tweaks in skills(and there is the possibility that some skill updates being done now are to take into account GW:EN and GW2 skills) then they have a solid base off which to work in any new skills. We already have 300+ skills, if they can add even a couple hundred unique skills(a high order, I know) then more builds will show up than the couple long standing fotm's. I say again, everything in this paragraph is an ASSUMPTION or speculation.
Please forgive any ignorance concerning M:TG, or such topics in which I am ignorant in this thread. I have little experience with that game. One thing I am sure of, however, is this: players define the game. We may not get everything we whine for(red polka-dotted pink ponies come to mind), but our actions and our ability to break other player builds with ingenuity and strategy of our own define the growth of skill updates and the equilibrium of this game and its sequel. If you depend upon Anet to destroy or buff a build, this game will die. If you think before you complain(i'm not saying everyone is a whiner, but you know who you are) you will find solutions in some odd skills that will give you a fighting chance. And just maybe you'll have fun at the same time.
Above all, try and make these games grow into something amazingly fun to play.
But that's just my two cents