27 - Game Balancing

0.0(0)
Studied by 0 people
call kaiCall Kai
learnLearn
examPractice Test
spaced repetitionSpaced Repetition
heart puzzleMatch
flashcardsFlashcards
GameKnowt Play
Card Sorting

1/54

encourage image

There's no tags or description

Looks like no tags are added yet.

Last updated 6:40 AM on 4/29/26
Name
Mastery
Learn
Test
Matching
Spaced
Call with Kai

No analytics yet

Send a link to your students to track their progress

55 Terms

1
New cards

Game Balancing

Designing a game so it is fair, stable, and engaging for players

2
New cards

Statistics

The study of what has already happened

3
New cards

Probability

The study of how likely something is to happen

4
New cards

Randomness in Games

Adds uncertainty and excitement to gameplay

5
New cards

Pseudo-randomness

Computer-generated randomness that isn’t truly random

6
New cards

Mechanics

The rules and systems of a game (e.g., rolling dice, taking turns)

7
New cards

Dynamics

The behavior that emerges from mechanics during gameplay

8
New cards

Expected Value

The average outcome of a random variable weighted by probabilities

9
New cards

Dice Notation

Format like xdn (e.g., 2d6 = roll two 6-sided dice)

10
New cards

Heuristic

A mental shortcut used to make decisions quickly

11
New cards

Variance

The spread of possible outcomes (risk vs consistency)

12
New cards

Player Agency

The ability for players to make meaningful decisions

13
New cards

All-skill Game

A game with no randomness; can become repetitive

14
New cards

All-random Game

A game with no skill; based entirely on chance

15
New cards

Psychology of Randomness

Players misinterpret randomness (e.g., expecting streaks to change)

16
New cards

Monte Carlo Fallacy

Belief that past outcomes affect future random events

17
New cards

Longshot Bias

Players favor low-probability high-reward outcomes

18
New cards

Imperfect Information

When players don’t know all aspects of the game state

19
New cards

Fog of War

A mechanic that hides information from players

20
New cards

Difficulty Class (DC)

A number representing how hard a task is in games like D&D

21
New cards

Advantage

Roll twice and take the higher result

22
New cards

Disadvantage

Roll twice and take the lower result

23
New cards

Game Balance Evaluation

Measured using fairness, stability, and engagement

24
New cards

Fairness

Equal chance of winning for equally skilled players

25
New cards

Stability

A game with multiple viable strategies and balanced feedback

26
New cards

Engagement (Flow)

A mental state of focused immersion and enjoyment

27
New cards

Flow State

A balance between challenge and skill that keeps players engaged

28
New cards

Pacing

The progression of difficulty over time in a game

29
New cards

Going First Problem

When the first player has a significant advantage

30
New cards

Fixing First Player Advantage

Rotate turns, add handicaps, or reduce first-turn power

31
New cards

Positive Feedback

Rewards success and amplifies advantages

32
New cards

Negative Feedback

Reduces advantage to keep the game balanced

33
New cards

Rubber Banding

A form of negative feedback that helps losing players catch up

34
New cards

Perfect Imbalance

When a system becomes overly dominant or overpowered

35
New cards

First Order Optimal Strategy

A simple strategy that is very effective early on

36
New cards

Utility

A measure of progress toward winning

37
New cards

Player Optimal Outcome

Maximizing one player’s utility

38
New cards

Pareto Optimal Outcome

No player can improve without hurting another

39
New cards

Equitable Outcome

All players have equal utility

40
New cards

Efficient Outcome

Maximizing total utility across all players

41
New cards

Nash Equilibrium

Best outcome assuming all players act in their own interest

42
New cards

Multiple Strategies

A balanced game allows different ways to win

43
New cards

Stability Feedback Curve

Negative early, slightly positive midgame, very positive endgame

44
New cards

Too Much Positive Feedback

Leads to runaway winners

45
New cards

Too Much Negative Feedback

Prevents meaningful progress

46
New cards

Ideal Feedback Curve

Balanced mix of positive and negative feedback

47
New cards

Adversity

Challenges players must overcome

48
New cards

Desire

Motivation to achieve goals

49
New cards

Empowerment

Player feeling of control and impact

50
New cards

Value

Meaningful rewards in the game

51
New cards

Drama

Storytelling and emotional engagement

52
New cards

Analysis Paralysis

Overthinking due to too many decisions

53
New cards

Optimization vs Fun

Best strategy should also be enjoyable

54
New cards

Camping Strategy

A strong but often boring or unfun strategy

55
New cards

Balancing for Real Players

Designing for both optimal play and enjoyable experiences