ABSTRACT

Once the biggest problems have been resolved, using the tools for Problem Solving, this chapter brings the book to the fifth stage of game design: balancing. There are 12 tools fit for the task, going into things like how to ask questions in a good way, how to work with data and systems, and that it’s absolutely essential to stay focused. It brings up how to find your extremes, doubling or halving numbers or using multiples of ten, and some ways you can simplify any user-facing mathematics. It also touches on ways to make sure that the design lives up to what you all agreed on, and to any other creative goals you have set up. For example, by checking how it handles representation and whether some strategies are dominated or dominant. Balancing can go on for quite some time, and designers may have to keep solving problems in parallel with balancing.