Challenge Accepted: Competitive vs. mechanical balance

We like to think it’s like this, but it’s really more this with a smaller set of scales beneath each hook, and another set there.
When we talk about balance, we’re really talking about two different things, because not all balance is identical.
In one sense, games like Street Fighter II are pretty balanced. A good balancing patch requires going through the game as a whole, evaluating what characters can do, and making sure that moves operate correctly and don’t create too few or too many answers to another. In another sense, games like Mass Effect 3 are pretty balanced, wherein every tactical choice you can make with your character is about as strong as every other choice you can make with your character. But the two don’t line up quite right.
There’s no PvP in Mass Effect 3, but it doesn’t take a lot of work to see how certain classes in multiplayer would be helpless without other classes – yet the whole thing is fairly balanced. Because it’s not balanced the same way as a game like Street Fighter II. That’s what I want to examine and talk about today, the way that the two sorts of balance don’t always play well off of one another and how the style of balance makes a big deal for the game.
Challenge Accepted: Do it yourself

This is not an SCC, but it’s a nice shot.
Self-inflicted challenges and I have a long and lengthy relationship, due in no small part to my love of Final Fantasy Tactics. An idle conversation among fans started the Straight Character Challenge – a full group of characters, all the same class, making maximum use of the game’s mechanics and taking down every battle from start to finish. It took a long while, but every single class proved possible, albeit in many cases through abuse of the AI and odd little loopholes in the game’s coding.
I was never a super-active part of the community there, but I was active for a while, and I still admired the challenge a lot from the sidelines. The thing is that self-inflicted challenges both do and do not factor into a game’s difficulty. Sufficiently complex games lead to the creation of more such challenges, and they’re interesting, but they also don’t tie into the actual game at all. And, in some cases, they get co-opted by the developers for just that reason.
Leave this out of your game

You move sixteen tons, whaddya get? Another day older and I’ve made a lot of gil off the Market Boards.
Guys? We need to have a talk. You’ve been making video games for a really long time now, and I’m not going to pretend you aren’t good at it. I wouldn’t have a job or one of my major hobbies if you were. I like video games!
Please stop making me regret liking video games, though, because you thought that in the middle you would be so clever by including these minigames.
Let’s not mince words. These are not clever additions. At best, what you’re accomplishing here is padding out the length of the game through a horrid minigame that no one would ever want to play. At worst, you’re making Animal Crossing, a franchise of games that is literally nothing but these minigames strung together. Or, if you’d rather, it is every tedious part of every MMO ever, but without the part where after all the tedium you get to stab orcs in the head. So when you’re approving your final design documents and such, if these minigames show up? Send that shit back, because it’s not done yet.
