Balance
There are two ways to balance a board game; the vibe way and the wrong way.
I’ve seen games that were clearly balanced using complex equations and sequences within spreadsheets and charts, where all of the game elements are in numerical balance with one another. Many of these games have tended, more often than not, to also be boring.
I’ve also seen games where the fun and strategy is found not in the structural and quantifiable elements of the game, but in the interaction between players, the puzzle waiting to be solved, or the elements of discovery and storytelling that the game encourages. These can even come with minor points of imbalance that a spreadsheet may have fixed. But even with that imbalance, the overall experience of these types of games is much better than spreadsheet games.
Using a spreadsheet to balance a game has its functions and use, and can be effective for certain systems. But if your game design is relying on this type of balancing approach, you may be missing out on a chance to create a better overall experience. Playtesting your game and iterating based on players’ observed and stated experiences will not only help you find balance, but it will allow it in a way that will also give you direction towards an overall more fun game experience. Follow the vibes.
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