Monday, September 11, 2023

Why TCGs Are Impossible to Balance [VIDEO SUMMARY]

"Why TCGs Are Impossible to Balance," is published by Rempton Games. It delves into the complexities and challenges of balancing trading card games (TCGs), explaining why some cards might appear overpowered or underpowered and the various factors that contribute to this perceived imbalance. The speaker demonstrates a deep understanding of the intricacies of TCG design and the factors that make achieving perfect balance a near-impossible task.


The video begins by acknowledging a common frustration among TCG players: the perception that some cards are either "broken" or "terrible." The speaker explains that the challenge of achieving perfect balance in TCGs is primarily mathematical. TCG developers release hundreds of new cards each year, each with unique abilities that aren't directly comparable. The speaker uses the example of two common abilities: drawing cards and dealing damage. Balancing these abilities against each other is a matter of trial and error, playtesting, and experience. The speaker notes, "if you had some kind of magical computer that could spit out the perfect ratio between cards drawn and damage dealt, the odds of that ratio containing whole numbers is low."

The speaker also addresses the issue of card abilities and their competition with each other. If a game has too many cards that deal direct damage, players will have to decide which cards to keep and which to drop, creating a ceiling to the number of playable cards in a format. This ceiling tends to be around three to four hundred cards, based on the speaker's observation of various TCG tournaments.

The video also discusses the context-dependent value of cards. For instance, a card that may not be considered worthy in a constructed deck could be highly valuable in a limited pool of cards. The speaker uses the example of the Dark Magician card from Yu-Gi-Oh! to illustrate this point. While this card is often used in decks designed around it, it would be considered a poor choice in other contexts.

Another significant factor in card balance is the ever-changing nature of the game environment. The speaker explains that the power level of a card depends on its environment, which is in a constant state of flux due to the release of new cards and changes in player strategies. This makes the design process difficult, as every change can affect the power level of different cards.

The speaker acknowledges that while balance is a goal for designers, their primary aim is to make the game fun. Balance matters most to competitive players, or "spikes," who are concerned with winning and optimizing their decks. However, other players might enjoy cards for their potential combos, high stats, or cool effects, even if these cards aren't considered competitive.

The video concludes by suggesting ways to make TCGs more balanceable. These include having a flexible resource system, introducing "answer cards" to keep the power level of other cards in check, and being responsive to changes in the game and player base. The speaker emphasizes the importance of feedback, both from playtesters and the game's player community, in achieving and maintaining balance.