Overview: Balancing a game is never an easy task. Devising a formula is one surefire way to create equal balance among every game element. I am going to reverse engineer the way each card (from Hearthstone) in the sample below was most likely balanced, then use that information to generate a new random card of equal power.
In the following analysis, I am going to determine the value (in terms of "balance points" ) of each card's stats in respect to its mana cost. Attack and Health will be the base stats, each with a balance point of one. Setting up and solving algebraic equations allows me to isolate the balance point value of each other new stat that appears on a different card.
Image: Source
Stat Breakdown:
Attack: 4 = 4 Balance Points
Health: 5 = 5 Balance Points
Attribute(s): None
Mana Cost: 4 Mana
Mana Efficiency: 9/4 = 2.25 Balance Points/Mana
Image: Source
Stat Breakdown:
Attack: 4 = 4 Balance Points
Health: 3 = 3 Balance Points
Attribute(s): Charge = x Balance Point(s)
Mana Cost: 4 Mana
To solve for x, use above information and assume perfect balance among minion cards:
Mana Efficiency: (4 + 3 + x) / 4 = 2.25 Balance Points/Mana
4 + 3 + x = 9, thus x = 2
Charge Attribute = 2 Balance Points
Image: Source
Stat Breakdown:
Attack: 3 = 3 Balance Points
Health: 5 = 5 Balance Points
Attribute(s): Taunt = x Balance Point(s)
Mana Cost: 4 Mana
To solve for x, use above information and assume perfect balance among minion cards:
Mana Efficiency: (3 + 5 + x) / 4 = 2.25 Balance Points/Mana
(3 + 5 + x) = 9, thus x = 1
Taunt Attribute = 1 Balance Point
Now that we know the following information:
Mana Efficiency: 2.25 Balance Points/Mana
Attack: 1 Balance Point
Health: 1 Balance Point
Charge: 2 Balance Points
Taunt : 1 Balance Point
We can easily create new content guaranteed to be statistically balanced. For example:
Maniacal Axe Wielder
Mana Cost: 4
Attack: 2
Health: 4
Charge: 2
Taunt: 1
Total Balance Points: 9
Mana Cost: 4
Mana Efficiency: 2.25 (same as other minions above)
Using formulas is nice and all, but the balance points alone cannot guarantee anything more than statistical balance. A card with charge is stronger with 5 attack and 1 health than 1 attack and 5 health. It is up to the designer’s best judgment to fine tune the synergy of a card’s stats and purpose in the game. Furthermore, how many balance points is the Battlecry of the Shattered Sun Cleric worth? Perhaps 2 (1 attack + 1 health)? What about the Battlecry of the Crazed Alchemist? At this point, one cannot depend on formulas, but rather experience and intuition.
Write a comment