Asymmetric Balance
The easy way to make a game fair is to make both sides identical. Mirror the pieces, mirror the rules, and any imbalance is the players’ fault, not the designer’s. Chess does this. But the most loved strategy games refuse it.
When Blizzard shipped StarCraft in 1998, it gave players three races that share almost nothing. The Terrans are adaptable humans; the Zerg are a cheap, fast, overwhelming swarm; the Protoss are few, expensive, and individually devastating. Different units, different economies, different ways to win. By every obvious measure they’re incomparable — and yet, tuned across thousands of high-level games, no race is simply better. Reviewers at the time noticed this was the thing that had eluded every previous game in the genre. It became the benchmark, and it’s a harder, more interesting kind of fairness than sameness: balanced difference.
The trick is that balance lives at the level of outcomes, not components. You don’t ask whether this unit equals that unit — they’re not on the same axis. You ask whether, across many games between skilled players, either side wins more. Each faction is a different bundle of strengths and weaknesses, and the bundles are tuned so none dominates, even though nothing inside one bundle matches anything in another.
That requires giving each side real weaknesses, not cosmetic ones. A faction strong early has to be vulnerable late. A side with a powerful economy has to be fragile to early pressure. The weaknesses are what make the strengths fair. Magic: The Gathering runs on this explicitly — Richard Garfield’s five-color “color pie,” where each color is defined as much by what it can’t do as by what it can. Red can’t reliably deal with an enchantment; that’s not an oversight, it’s the design. Strip the weaknesses out and, as the game’s designers put it, the colors collapse into mere decoration.
This reframes fairness wherever roles differ. A team of identical generalists is “fair” in the trivial sense and weak in practice. A team of specialists playing by different rules can be balanced and far more capable — if each role’s strengths are matched by real limits and the roles genuinely cover each other. Comparative advantage is asymmetric balance in economics: parties with different capabilities, none best at everything, each with a place at the table.
The deep point is that equal treatment and fair outcomes are not the same thing, and confusing them produces bad games and bad institutions alike. Identical rules can yield lopsided results. Different rules, carefully tuned, can yield even ones.
It’s harder to design and far more fragile — one new unit can break a matchup that took years to settle, which is why these games patch forever. The fighting-game world lives inside this reality: every character has different tools, and “balance” means the matchup chart and the win rates, never identical kits. The designer David Sirlin, who rebalanced Street Fighter II for its HD remake, has spent a career arguing the point that balance is not symmetry; it’s fair matchups across asymmetric options.
But it’s worth the trouble, because the difference is what makes the thing rich. Sameness is fair and boring. Balanced difference is fair and alive. Aim for differently good, not identically equipped — then do the harder work of making the differences come out even.
Go Deeper
Essays
- Playing to Win by David Sirlin — On the competitive mindset and on balancing asymmetric games; free in full at sirlin.net.
Books
- The Art of Game Design by Jesse Schell — A broad, practical treatment of balance among its hundred-plus design “lenses.”