
- 760 pages
- English
- ePUB (mobile friendly)
- Available on iOS & Android
Game Balance
About this book
Within the field of game design, game balance can best be described as a black art. It is the process by which game designers make a game simultaneously fair for players while providing them just the right amount of difficulty to be both exciting and challenging without making the game entirely predictable. This involves a combination of mathematics, psychology, and occasionally other fields such as economics and game theory.
Game Balance offers readers a dynamic look into game design and player theory. Throughout the book, relevant topics on the use of spreadsheet programs will be included in each chapter. This book therefore doubles as a useful reference on Microsoft Excel, Google Spreadsheets, and other spreadsheet programs and their uses for game designers.
FEATURES
- The first and only book to explore game balance as a topic in depth
- Topics range from intermediate to advanced, while written in an accessible style that demystifies even the most challenging mathematical concepts to the point where a novice student of game design can understand and apply them
- Contains powerful spreadsheet techniques which have been tested with all major spreadsheet programs and battle-tested with real-world game design tasks
- Provides short-form exercises at the end of each chapter to allow for practice of the techniques discussed therein along with three long-term projects divided into parts throughout the book that involve their creation
- Written by award-winning designers with decades of experience in the field
Ian Schreiber has been in the industry since 2000, first as a programmer and then as a game designer. He has worked on eight published game titles, training/simulation games for three Fortune 500 companies, and has advised countless student projects. He is the co-founder of Global Game Jam, the largest in-person game jam event in the world. Ian has taught game design and development courses at a variety of colleges and universities since 2006.
Brenda Romero is a BAFTA award-winning game director, entrepreneur, artist, and Fulbright award recipient and is presently game director and creator of the Empire of Sin franchise. As a game director, she has worked on 50 games and contributed to many seminal titles, including the Wizardry and Jagged Alliance series and titles in the Ghost Recon, Dungeons & Dragons, and Def Jam franchises.
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Information
Part I

1

- What is Game Balance?
- Kinds of Game Balance
- Balance as Fairness
- How Do We Know if a Game is Balanced?
- How Do You Balance a Game?
- A Note about Math
What Is Game Balance?
- āThat boss battle was way too easy.ā
- āThis weapon is way overpowered.ā
- āThe original Starcraft is the most well-balanced game Iāve ever played.ā
- āBetrayal at House on the Hill is a lot of fun. Totally unbalanced, but fun.ā
- āThis character class was nerfed too much.ā
- āMagic: the Gathering was doing pretty well for awhile, but Tolarian Academy really destroyed the balance of the environment while it was out there.ā
- āBloodborne is super challenging, and itās supposed to be.ā
- āI died 100 times an hour in Super Hexagon. I think I have the hang of it now.ā
Kinds of Game Balance
Mathematical Balance
Balanced Difficulty
Balanced Progression
Table of contents
- Cover
- Half Title
- Title Page
- Copyright Page
- Dedication
- Table of Contents
- List of Case Studies
- Acknowledgments
- Preface
- Authors
- Part I Game Balance
- Part II The Mathematics of Balance
- 18 Dependent Randomness
- 19 Managing Luck and Skill
- 20 Probability and Human Intuition
- 21 Pseudorandom Numbers
- 22 Infinite Probability
- 23 Situational Balance
- 24 Statistics
- 25 Intransitive Mechanics and Payoff Matrices
- Part III Spreadsheets
- Appendix: Game Genres
- Index