Removed of their visual and aural splendor, video and computer games
are nothing more than a set of complex, interlocking systems and
algorithms.
Just how many of these are you experiencing on a regular
basis? Several - it turns out. For example,
there are programs to determine how much damage you cause with
a single hit, how far you can jump, how tough your enemy should be, and
how the animation plays out when you land at whatever point the program
determines you should land. And, MMORPGs are probably the most complex
programming framework among the games that are out there because so
much of the decision making is left in the hands of the player. The
game must have a set of algorithms that respond to, and factor in your
every move.
At the heart of every online game is the concept of balance. Balance
appeals to all of our notions of fairness and fun; it makes the boss
mob finally beatable or the ignoble defeat a teaching moment. Combined
with good information, it helps us decide what player or mob to attack
successfully, and which would be pure suicide. And yet, it’s
the most unstable of all game concepts, where changes to almost any
aspect of the game - changes in a single spell, item, even crafting and
the economy - can affect this balance in profound ways.

Craig
Morrison, Funcom
The player’s perception of imbalance has been the fatal (or
nearly fatal) tipping point (haha--pun intended...) for more than a few
MMORPGs. We chose this feature topic in hopes that one MMOG that has
suffered from more than its share of balance concerns would come on and
clear the air, but sadly Mythic didn’t respond to our
repeated requests for a brief interview. Our selected panelists more
than made up for the shortfall, though, and we were more than pleased
to chat with Craig Morrison, Game Director for
Age of Conan; James
Laird, PvP Designer for
Champions
Online; Brian Urbanek, Powers Designer for
Champions Online;
and Todd Harris, Executive Producer of
Global Agenda.
These devs represent both traditional and emergent MMOG ideals, both
the heavily classed and the class-less character development concepts,
not to mention decades of design experience between them.
Growing Complexities
It wasn’t so long ago that MMORPGs followed a fairly
straightforward character advancement scheme based largely on their
pencil-and-paper precursors. Put simply, new levels simply meant new
items, new abilities, and more stats. This approach kept the math
fairly simple, and many MMO game designers honed their craft by
mastering the balancing intricacies involved in systems that seem
fairly basic by today’s standards.
A storm of complexity was on the horizon, however, and the first few
hesitating raindrops that fell were in the form of item proliferation.
While more than a few online games recognized the inherent coolness of
an ever-escalating progression of items and items sets that looked as
powerful as they were, it was
EverQuest
that rendered these item sets with enough 3D graphical quality to show
the incredible motivational power of an item whose actual existence was
limited to bits and bytes. Armor sets with names like rubicite,
adamantine, lambent, and ivy-etched were the status symbols of Norrath
until they were replaced with other more epic and powerful (if not
necessarily more meaningful or more stylish) items.
No MMOG has failed to capitalize on the player community’s
consummate love affair with items since, but the familiar paradigm of
armor, weapons, and jewelry might be called different things in
different games.
Global
Agenda refers to these equipable items as
“implants.”
Champions Online
calls them “upgrades,” with a special subcategory
of “power replacement upgrades” that potentially
alter powers in addition to providing stats.
Champions Online
has also formulated clickable devices, which powers designer Brian
Urbanek says “were made, very intentionally, to be panic
buttons.”

No matter
their function, a carelessly spec'd item has the potential to imbalance
the game (for an extreme example, look no further than the
World of Warcraft’s
“Martin Fury”
incident).
To prevent a character from becoming overpowered, designers must weigh
the effect of the most powerful items available at a given level
alongside the inherent abilities of that character.
But items are just one level of complexity in today’s MMOGs.
Choice breeds complexity, and
EverQuest’s
alternate advancement system - a point-buy system of further class
specialization available only to high level players - took mainstream
ideas about character advancement to a new level. The
“talent tree” that’s become something of
a staple in the MMORPGs that followed
World of Warcraft,
is a direct descendant of
EverQuest’s
concept of "AAs."
Like
Age of Conan,
Global Agenda
incorporates a fairly straightforward WoW-style talent tree where
players of each archetype - assault, recon, robotics, and medic - can
choose one of three advancement paths via the talent tree or mix their
skills from all three paths. “When we introduced talents,
that was another layer of potential exaggeration around how players
could min and max and optimize their build.” Todd explained.
If MMORPGs like WoW,
Age
of Conan, and
Global
Agenda muddied the class balancing waters by adding a
substantial amount of player choice to the advancement mix with talent
trees, few MMOGs have allowed players such a huge degree of choice at
any given level as
Champions
Online. In addition to the devices and upgrades described
above. every few levels, players are able to choose any power from the
total range of powers available in the game, meaning that
Champions Online is
a class-less MMOG. At least on the surface.
I asked content designer James Laird how the Cryptic team is able to
even begin to mentally organize class and build options for balancing.
“I think the saving grace of the
Champions Online
system is that creating an effective build in
Champions Online is
about exploiting synergies between powers. So the electricity powers
add the negative ion debuff, and other electricity powers exploit that
debuff.
“When you’re really looking at building a focused
character, it’s not like you have a completely wide open
smorgasbord, you have groups of powers that work well together. Of
course you’re free to mix and match those powers;
you’re free to take whatever powers you want, but in terms of
having an upper limit on how powerful your character’s going
to be for balance’s sake, we have an idea of the kinds of
synergies that are built in.”
Brian Urbanek continued the thought by pointing out another added
complexity of
Champions
Online: roles, which work much like
“stances” in other games but also communicate your
intended role to other players. “What roles are are
simultaneous mechanics bonuses - if you go into defensive role, you
just have more hitpoints and heals are just slightly more effective for
you, but you generate energy just a little bit more slowly, your energy
decays a little more quickly, and your threat is a little bit
different, etc. What makes them interesting is that they are not just
things that are there by default. They are things that you unlock by
doing that thing. You unlock the defensive role by taking lots of
damage over time, you unlock offensive role by doing damage. Eventually
all players will unlock all 4 roles most likely, unless they play a
dedicated healer from level one to level cap and never actually solo.
We also have a mechanic where the roles auto-unlock for you once you
reach a certain level.
“[Roles] are important to us because in a game where any
player can take any power at any given time, it’s important
to be able to not only self-identify as ‘I am tank, I am DPS,
I am healer’ if you choose to, but also to be recognized by
the community that you have that skill.”
So in addition to the powers, spells, and abilities that come with
leveling, balancing a game must also take into account armor and
weapons choices, clickable items and consumables, talent choices, and
game-specific (or even class-specific) mechanics such as roles. How do
designers even begin to boil all these choices (or appearances of
choices) into decisions on how to bolster an underpowered class or nerf
an overpowered class? Let’s take a look at some of their
tools.
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