Hollandazed: Thoughts, Ideas, and Miscellany — balance
THE BALANCE BINARY (by Tom Russell)
I have a strong preference - as a player, as a designer, and as one-half of a publisher - for dynamic games, by which I mean games where the balance is highly mutable and prone to distortion based on player actions. One of the ways I try to achieve this in my own work is through the use of feedback loops, in which succeeding makes it easier to succeed, and failing makes it easier to fail. The winners keep winning and the losers keep losing. The balance of the game is in flux, capable of being tilted in one direction...
LEAN AND BALANCE (by Tom Russell)
Wars are usually asymmetrical. One side or the other has better leaders, better or more units, more favorable terrain, more advanced equipment or doctrine. In most conflicts, one side attacks and the other defends, and in some cases, these roles may be reversed with a well-timed and well-executed counterattack or counteroffensive. Each side has its own advantages and disadvantages, and it's common for one side to have more advantages than the other, resulting in a decisive victory. It's rare for two sides to be perfectly, evenly matched. This asymmetry is, and should be, mirrored in historical wargames. One of the...