Ronimo Games has a number of titles under their belt, include multiple entries in the Swords & Soldiers series. In a new dev blog from developer Joost van Dongen opens up about one of the frustrations of game development; the fact that some games just can't achieve a perfect balance. Check out a snippet from the blog below.
The final point I'd like to share today is both soothing and intensely frustrating: for any game that has significant complexity and variation, perfect balance is impossible. This is a soothing thought in the sense that it makes you realise that even if you were the best game designer in the world, your game would still not have perfect balance. It's also frustrating, because of course the goal of the game designer is to make the balance really good. Knowing that the balance will never be truly fantastic makes balancing a frustrating experience.
So, why is 'perfect' balance not possible? I've already mentioned above that as more variation is added, it becomes impossible to make all options equally strong under all circumstances. But there's more. What about players of different skills? Some characters/weapons/maps are bound to be more difficult to play than others. The result is that for beginners, the balance will be different than for pros. And what about simply different tastes? Some players prefer fun and variation, while other players prefer predictability and skill. The balance can't make both groups perfectly happy. Combined, all of these elements make it impossible to achieve 'perfect' balance.