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<blockquote data-quote="Jack7" data-source="post: 4593357" data-attributes="member: 54707"><p>That's true enough Scrib, in one sense that I wouldn't argue, but apparently I'm not making myself clear enough in what exactly I'm proposing.</p><p></p><p>Suppose it is a gauge, what exactly does it measure?</p><p></p><p>It seems obvious at first until you stop to consider the idea that measuring balance may possibly interfere with other things of a more necessary function.</p><p></p><p>That is if you achieve balance, over the idea of say, allowing players to face tough challenges, of suppressing heroic action in play, in transforming fun or even difficult problem solving into mere "balanced" tactical exercises, then is the attempt to achieve balance more, or less important, than other gaming and/or design considerations? </p><p></p><p>If it is more important than other considerations, so that a mechanism needs to be developed to measure and regulate it, then why is it so important it must be gauged and regulated by design, or even by recommendation? The reason of course would be because it is considered more important than other game aspects. If so, why? Why is it more important than the things it suppresses, replaces, or regulates? So is it so important it needs even be considered in a normal set of circumstances?(I think most people could easily understand this equation, Balance is not equivalent to Imbalanced. But if the equation is expressed thus, Balance = Good Gaming, then by what criteria, and in what way? What is it about balance that makes it good, and why? And when, where, how? Or put another way, let's use these equation(s) Balance = Fun, or Balance = Heroic, or Balance = Innovation, or Balance = Memorable Encounters, then how many of those equations are actually true, and in what way are they true?)</p><p></p><p>For instance is balance like knowing airspeed to a pilot, or like , measuring altitude or attitude? </p><p>If so why?</p><p></p><p>Or is it more like a device than can count the number of human heads passed over by the airplane? A really interesting instrument, perhaps, a gauge that would tell you numerous bits of statistical data, but is in no way necessary to flying the plane, and if you were reading it all of the time, would actually interfere with you accounting for truly important instruments.</p><p></p><p>I suspect myself it is very much the latter as a gaming and design device. As a mechanism it is almost unnecessary except for the occasional gathering of data that is not really germane to play and one that in many cases actually interferes with good design. </p><p></p><p>Is it not also kind of subconsciously very much like the idea that if you lift weights with the same amount of weight all of the time you will keep making strength gains anyway? Do we become stronger and more capable and better at what we do by measuring out balanced opposition and resistance to our advances and encounters?</p><p></p><p>If balance is the objective, or the means, or even just the tool by which we should measure what we encounter and how and when, then it obviously should be an important game consideration.</p><p></p><p>If on the other hand balance superimposes a set of subtle limitations to real advancement, if it suppresses capabilities, rather than exploits them, then in my opinion it can go to the devil.</p><p></p><p>I'd rather my players become stronger and more capable over time than more balanced and measured.</p><p>They are after all playing heroes, not accountants.</p><p></p><p>They have a different aim, purpose, and method of operation than trying to <em>"balance the books."</em></p></blockquote><p></p>
[QUOTE="Jack7, post: 4593357, member: 54707"] That's true enough Scrib, in one sense that I wouldn't argue, but apparently I'm not making myself clear enough in what exactly I'm proposing. Suppose it is a gauge, what exactly does it measure? It seems obvious at first until you stop to consider the idea that measuring balance may possibly interfere with other things of a more necessary function. That is if you achieve balance, over the idea of say, allowing players to face tough challenges, of suppressing heroic action in play, in transforming fun or even difficult problem solving into mere "balanced" tactical exercises, then is the attempt to achieve balance more, or less important, than other gaming and/or design considerations? If it is more important than other considerations, so that a mechanism needs to be developed to measure and regulate it, then why is it so important it must be gauged and regulated by design, or even by recommendation? The reason of course would be because it is considered more important than other game aspects. If so, why? Why is it more important than the things it suppresses, replaces, or regulates? So is it so important it needs even be considered in a normal set of circumstances?(I think most people could easily understand this equation, Balance is not equivalent to Imbalanced. But if the equation is expressed thus, Balance = Good Gaming, then by what criteria, and in what way? What is it about balance that makes it good, and why? And when, where, how? Or put another way, let's use these equation(s) Balance = Fun, or Balance = Heroic, or Balance = Innovation, or Balance = Memorable Encounters, then how many of those equations are actually true, and in what way are they true?) For instance is balance like knowing airspeed to a pilot, or like , measuring altitude or attitude? If so why? Or is it more like a device than can count the number of human heads passed over by the airplane? A really interesting instrument, perhaps, a gauge that would tell you numerous bits of statistical data, but is in no way necessary to flying the plane, and if you were reading it all of the time, would actually interfere with you accounting for truly important instruments. I suspect myself it is very much the latter as a gaming and design device. As a mechanism it is almost unnecessary except for the occasional gathering of data that is not really germane to play and one that in many cases actually interferes with good design. Is it not also kind of subconsciously very much like the idea that if you lift weights with the same amount of weight all of the time you will keep making strength gains anyway? Do we become stronger and more capable and better at what we do by measuring out balanced opposition and resistance to our advances and encounters? If balance is the objective, or the means, or even just the tool by which we should measure what we encounter and how and when, then it obviously should be an important game consideration. If on the other hand balance superimposes a set of subtle limitations to real advancement, if it suppresses capabilities, rather than exploits them, then in my opinion it can go to the devil. I'd rather my players become stronger and more capable over time than more balanced and measured. They are after all playing heroes, not accountants. They have a different aim, purpose, and method of operation than trying to [I]"balance the books."[/I] [/QUOTE]
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