How important is game balance? Consider that game companies are willing to face the wrath of players whose
characters have just been adjusted, because they know balance is absolutely critical to the long-term
health of the game.
The +7 Balance Engine can help achieve game balance while at the same time introducing key factors that
increase player acceptance of changes to the game environment:
The +7 Balance Engine balance algorithms are designed to reach a balanced state with the minimum movement
necessary. This is in stark contrast to manual balancing, where a specific adjustment will attempt to get a
component exactly in-balance in one step. Such one-time corrections are rarely exactly on-target, and
can often lead to an over-shoot-and-correct phenomenon. Thus, dynamically balanced games enjoy the benefit of
reaching a balanced state with less overall adjustment than can be achieved with manual balancing efforts.
The +7 Balance Engine employs a philosophy of small nudges rather than drastic revisions. Players will never
enter the game world to find their game is significantly different than it was yesterday. Adjustments are
slow and controlled, allowing players time to adjust their play-style to the changes. In many cases, players
will adjust unconsciously to slow, controlled shifts in the game environment.
When employing dynamic balance control, adjustments are made earlier. Imbalances can be algorithmically detected
and corrected much earlier than they can be human-detected. This means that broken components may be adjusted
before they're significantly exploited by the player base -- and that underpowered components may be detected
and strengthened before the player base abandons them.
Finally, and perhaps most importantly, using algorithmic balancing removes the target of player's anger: the
game designer. Players will target game designers that they perceive as out-of-touch with the game,
blaming game designers when their favorite components are nerfed. When players have an
understanding that game adjustments are made not by subjective observers, but based on hard player-base
statistics, the 'finger of blame' has nowhere left to point, they can understand and accept changes.