Balancing Thoughts
Sometimes I think that balance is a mythical, non-existent creature that doesn't exist and can't exist, at least in games with many roles.
Regardless, here's a few thoughts on balance, and what i have learned on the subject.
Coins
The coin game was more balanced than I expected in some aspects and much less balanced in others.
The most important thing for the coin game was surviving. This is only natural - players that survive longer earn more coins. Earning power was varied, but I think some small tweaks may have been appropriate. Here's some things I noticed:
- Coin giving powers are very powerful, but more for the recipient than the giver.
- Coin thievery, as I expected, is powerful, which is why no one could steal three coins. Two was the limit and that was still really good.
- One often had a choice between coins and game actions, and most players chose to help their team win over earning a few extra coins. This makes perfect sense, but I am glad I had the choice available if needed.
The major violation in balance
here was Wario. He should have had a reliable method for earning coins that wasn't super high but eventually earned him some better powers. His powers were at first weak, and then they were unmatchable (although probably unreachable). Also, it's just plain difficult to balance 3P - they usually have to survive the whole game, which can be difficult (town/mafia don't have to live). If anyone has some thoughts on 3P balancing, I would enjoy a good read.
General Thoughts
The game ended with a Mafia victory, but I still fear it was town-sided somewhat. The town's potential was never fully realized. They had more power than they used. In any case I've noticed a few general things about balance:
- The mafia needed some generic coin powers. It was probably too obvious that they had all gameplay abilities while many of the town had simple coin abilities. I need to mix it up so that they had both. (Perhaps two coin powers and two "regular" powers...?)
- Cover roles could have been more varied to allow better claims during a mass claim. For example, other abilities that helped them mix in. In this case, the above point would probably not be needed. The mafia could have gameplay powers but have coin power covers.
- Town power roles could have been a bit different, but overall I am satisfied. I don't think, from an ability standpoint that it was too terribly unbalanced; maybe a little, but it was mainly a doctor, a role scanner (without town-locks, I think), and (with mislynches) a roleblocker. I think the main thing is not to include two roleblockers, because that raises too much suspicion. One roleblocker would keep the alignment more hidden.
To sum up that, my primary goal was to attempt to prevent a mechanical solve. While a mechanical solve did not happen, I think it was still
possible. My aim is to leave enough doubt to prevent mechanical solves so that the town has to use vote and behavior analysis instead of cruising its way to victory on a spreadsheet. A tall task with role madness, but I contend it is achievable. I don't think the town needed less power. The mafia just needed a little more ability to conceal themselves. The mafia do not need to become the
uninformed minority, or the game's broken - it's no longer fun or winnable for them if so.
Specific Roles
Here's some behind the scenes on why I made certain roles the way they were.
The mafia's roles were intended to prevent mechanical solving, although I should have given them some sort of coin cover role. Who puts a protector, a hider, and a messenger on the mafia?
Me. But next time I'll put something else you won't expect.
They got those abilities to mess with people so that you would realize - hey, they have honestly good abilities that look townie, but
could be guilty. And even though I think it might have been easy to push the mafia over, everyone was still kinda in doubt as to just exactly who they were. No one was 100% confident, and as a host I think that's important. Mechanical solves are fun if you do them, but if you get caught by them - boring!
Tanoomba's role was intended to be powerful, but not powerful enough to lock-clear townies. He could gain some really good powers, so I think he was too powerful overall, but it is still a fun role. Maybe a shapeshifting mafioso or 3P will appear in the future. (Or maybe I'll make it town again to mess with people reading into my hosting.
) Whatever I do with it, it won't be quite so powerful, although that "modified" key word did exactly what I wanted it to do: prevent lock-clears.
Bowser's role was intended to counteract a one-sided game if he survived. It was a good concept, and I think it will appear sometime in the future, under the right circumstances, with some modifications. Had things gone better for the town with protections and blocks, they might have pulled off an easy win.
Thwomp and Bandit were super powerful on the coin game because they both reduced others coins and increased their own. Thwomp was almost self-clearing with the coin thievery, so maybe it will not be so easy to notice next time.
Koopa Troopa could watch to see how many people visited, but it wasn't necessarily that useful. Under the right circumstances, maybe it would have helped.
The comparing roles (Bowser Jr. and Gold Goomba) could be difficult, but Choxorn played Bowser Jr. well. Dolbster got killed so I didn't see how that one worked.
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If anyone else has thoughts, comments, etc. on balance, please post them; I would love to hear them! Keep it constructive please, as I am looking to improve, not just get trashed.