Tag Archive | rush

Scanning the blogosphere

“The Tangled Concept of Balance” – A superb article over at Gaming’s Alembic about balance, fairness, strategy and style with regards to RTS games. Excerpt:

The first concept generally associated with game balance is what I’m going to call fairness: an equal chance of victory given to all parties. A fair game is one in which no player begins at an inherent advantage or disadvantage, except due to intrinsic qualities of the particular players. Thus, a more experienced or skilled player may be more likely to win than a novice player, but there is no inherent advantage or disadvantage to being assigned a particular player slot (for example, we would say chess is fair if there were no inherent advantage in playing white or black).

Fairness, as I’m [defining] it, allows that players may make choices which are more or less advantageous to themselves, and that the game’s outcome may be affected by random events that favor one player or another. However, before the game starts, there is nothing about the game that will help you to predict the eventual winner…

Highly detailed and well written post if you ask me. Read more…

Also check out “Opportunity Cost” over at the cool Design.Wrong blog. Very interesting delve into how costs affect gameplay and quote “the traditional 3 early game strategies (expand, rush, defend)“.