RTS Game-play Part 6: Visible Balancing
December 9th, 2008, RTS Design
Maybe it’s time for me to continue on this blog series, so here it goes… Got some interesting feedback on the previous posts, which is great! I really need to hear some criticism, so I know in which direction to take the completed article in. I’m going on vacation next week and wont be back until next year, but I’ll try to post as much as possible until then (though I doubt I’ll have time to write everything).
In any case, as I wrote in the previous post there are two main kinds of unit balancing, visible and hidden balancing. (I will alternately use the terms “concrete” and “abstract” balancing as well.) In this post I’m going to describe in more detail what visible balancing is, and give some examples. It’s worth mentioning that a lot of these suggestions aren’t restricted to RTS games only, but to game design and balancing in general.