Sandman:
I know what you mean. That''s why I think there''s a difference between using the word balance as in, "both sides are balanced" (think see-saw here, where each side has equilibrium), and saying, "we need to balance our units out so no one unit is too strong" (in Zileas terms, I guess this would be microbalancing). So I''m all for balancing in the sense that you have to ensure that no one strategy or unit will dominate, since in real life, this rarely if ever happens.
So the trick becomes as you said, knowing if the gameplay itself will be balanced. I think if you have microbalancing, then you don''t really need worry about macrobalancing, although even this isn''t always the case. For example look at the Vietnam War. The Americans had superior firepower and quality. The Vietnamese had a couple of advantages of their own of course, namely surprise, a patriotic fervor, and no politcal handicapping. But if you look at a pure microbalancing scale, there''s no way in the world they could have won.
So how do you make sure that no one unit, tactic or strategy becomes unbalanced? I think in some ways, the game has to be open-ended enough so that it is actually a part of the gameplay. In other words, just like in real life, unit capabilities and military doctrine should be allowed to change and to be adaptable to a certain degree.
What most people do is design a rigid unit creation system. This in turn leads to players discovering what combinations of units become most effective against what other types of units. But what if you don''t know the capabilities of the opposing player''s units? What if you don''t know how good his leaders and intelligence capabilities are? What if, like in the real world, you can advance your units capabilities and change their strategies (much as the American Navy did in WWII). As an example, at Pearl Harbor, the thinking was that battleships were still the king of the sea. For some reason though, the Japanese...the very people that had inflicted such grievous damage with their own carriers, did not yet fully realize their power. After Pearl Harbor, that changed...and thanks to the surviving Carriers of the Pacific fleet, the Americans and the rest of the world discovered their potential too. Also, submarines were not given the healthy respect that they deserved before the beginning of the war, but the Germans showed the folly in that thinking as well. Indeed submariner casualties were almost as high (in some reports higher) than those faced by the Bomber crews of the mighty 8th. But the americans own use of submarines in the Pacfic showed much the same damage that the U-boats did.
So how would I do this for a game design? Create an open ended unit creation system. And I don''t mean just a technology tree where you know what kinds of units will be created. Instead, you have to have almost a sub-game itself devoted to the engineering principles of designing new units. When you have the capacity to create units then the enemy will always be on their toes, because they don''t know what the capabilities are. A very well documented case of this was the beginnings of electronic warfare during bombing runs between the Luftwaffe and the RAF. Each side would come up with a new capability and the other side had to figure out how to counter it (in one brilliant case, the British discovered that German bombers were riding on radio waves to guide them toward their target, so they figured out a way to mislead them with their own radio waves).
I can see people arguing that you can create a unit creation rules system that can create uber-units. This is possible, but I have a hunch that it would be far easier to create a patch to kill this form of "cheating" than by having fixed units. I think the unit creation system also has another strategical element to it to add to gameplay. Much as the Germans discovered to their dismay, even though their tanks were superlative, they often faced lots of little bugs. The Germans were so keen on creating new types or modifications, that they had a lot of logistical and maintenace nightmares with their tanks. The Sherman or T-34 tanks, while perhaps not the equal of Panzers, were nonetheless incredibly reliable and easier to maintain. So a player who tries to adopt a strategy of always tinkering with his units may run into these same problems. I do think there is a potential disadvantage to an open system however; the focus of attention on designing new units rather than on the strategy itself. I saw this time and time again in battleTech and Carwas (games that have open-ended unit creation rules), so this is a definite potential pitfall.
But, it is a good question. I think that balancing does one or both of two things. It limits gameplay/creativity or it gives a false sense of certainty. I think it''s far more interesting to play in a world where information is hard fought for and won only through guts and ingenuity. In todays games, too much is taken for granted as to the knowledge of your opponents forces. Even if you don''t know what his forces are comprised of, you know what he is capable of. And this is a HUGE advantage that real world commanders can not afford. Heck, I think players have too much knowledge and control of their own forces.
I think the reason that people have a hard time swallowing alot of my ideas is that they are so radical from the norm, that people just can''t conceive of them. We are so used to games being in a certain format and paradigm, that when something truly breaks the mold, people go, "huh? what the hell is that?". Just look at Battlezone for an interesting game concept that no one really played because it didn''t fit their notions of what a game SHOULD be, not of what a game COULD be. I perfectly realize that my game if it ever came to light probably would be very unpopular
But for a few hardcore grognards, I think they would be very interested (I hope). I freely admit that I look at things more from a simulation perspective rather than a game perspective, so that''s probably another reason I think have different ideas.
The world has achieved brilliance without wisdom, power without conscience. Ours is a world of nuclear giants and ethical infants. We know more about war than we know about peace, more about killing than we know about living. We have grasped the mystery of the atom and rejected the Sermon on the Mount." - General Omar Bradley