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Guest 85555
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You can chalk everything up to the subjective nature of game design if you want to.
I could create a "game" in which I push a button and the other three players lose. It wouldn't be much of a game, and [
That's nonsense.
Game design, as with all fields, has its standard best practices, its worthy tenets, its theories, and its success stories. You can tell me "I don't care much about balance," all day long, but at the end of the day your average person appreciates a level of attention to balance in their games that - at the very least - prevents them from getting hung up on ridiculously unbalanced gameplay.
I dont think this born out by these discussions at all. clearly there are lots of players who disagree with you about what constitutes balance and how important balance should be. Anyone who embraces your standard will please players like yourself and upset players like me and others who have taken my position. Good design is about realizing who you are writing for and what you are trying to achieve. Applying one standard to all games and all audiences is not only bad design, its bad business. How important balance factors into the design of a game and the kind of balance employed should depend on the thongs i've outlined above.