{"id":1536,"date":"2012-12-19T20:31:04","date_gmt":"2012-12-19T20:31:04","guid":{"rendered":"https:\/\/faidutti.com\/blog\/?p=1536"},"modified":"2026-03-10T09:56:28","modified_gmt":"2026-03-10T09:56:28","slug":"lequilibre-et-lennui-balance-is-boring","status":"publish","type":"post","link":"https:\/\/faidutti.com\/blog\/blog\/2012\/12\/19\/lequilibre-et-lennui-balance-is-boring\/","title":{"rendered":"L&#8217;\u00e9quilibre et l&#8217;ennui <br><i>  Balance is boring<\/i>"},"content":{"rendered":"<p><a href=\"https:\/\/faidutti.com\/blog\/?attachment_id=1537\" rel=\"attachment wp-att-1537\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"1537\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2012\/12\/19\/lequilibre-et-lennui-balance-is-boring\/cosmic-encounter1\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/cosmic-encounter1.jpg\" data-orig-size=\"369,440\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"Cosmic Encounter\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/cosmic-encounter1-251x300.jpg\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/cosmic-encounter1.jpg\" class=\"alignnone size-medium wp-image-1537\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/cosmic-encounter1-251x300.jpg\" alt=\"cosmic-encounter1\" width=\"251\" height=\"300\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/cosmic-encounter1-251x300.jpg 251w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/cosmic-encounter1.jpg 369w\" sizes=\"auto, (max-width: 251px) 100vw, 251px\" \/><\/a><\/p>\n<p>Dans les ann\u00e9es quatre-vingt, quand je n\u2019\u00e9tais qu\u2019un jeune auteur de jeu d\u00e9butant, mes mod\u00e8les et inspirations \u00e9taient le groupe Future Pastimes, auteurs de <strong>Cosmic Encounter<\/strong> et de quelques autres jeux que je pratiquais \u00e0 l&#8217;occasion, <strong>Dune, Quirks, Darkover<\/strong>&#8230; Je citais fr\u00e9quemment une phrase de l\u2019un d\u2019entre eux, Peter Olotka. Quand on lui avait fait remarquer que les pouvoirs de Rencontre Cosmique n\u2019\u00e9taient pas \u00e9quilibr\u00e9s, il avait r\u00e9pondu \u00ab Pourquoi le seraient-ils\u00a0? L\u2019\u00e9quilibre est ennuyeux, la vie est injuste \u00bb. Ce n\u2019est que plus tard que j\u2019ai r\u00e9alis\u00e9 que, si cette \u00e9vidence provocatrice avait du vrai, ce n\u2019\u00e9tait qu\u2019une partie de la v\u00e9rit\u00e9. Si les pouvoirs de Cosmic Encounter n\u2019ont pas besoin d\u2019\u00eatre \u00e9quilibr\u00e9s, c\u2019est surtout parce que le jeu est dot\u00e9 par ailleurs de deux puissants m\u00e9canismes d&#8217;\u00e9quilibrage automatique, la complexit\u00e9, ou chaos, et\u00a0 les alliances. D\u2019autres existent \u00e9galement, et cet article essaiera de passer les principaux en revue.<\/p>\n<p>Le premier m\u00e9canisme d\u2019\u00e9quilibre automatique, au c\u0153ur de <strong>Cosmic Encounter<\/strong>, est le chaos, que l\u2019on peut en premi\u00e8re analyse assimiler \u00e0 la complexit\u00e9, au sens d\u2019enchev\u00eatrement et d\u2019interaction de nombreux syst\u00e8mes. Pour dire les choses simplement, plus il y a d\u2019\u00e9l\u00e9ments, de syst\u00e8mes, de m\u00e9canismes, tous clairement d\u00e9s\u00e9quilibr\u00e9s, plus la probabilit\u00e9 qu\u2019un m\u00eame joueur soit avantag\u00e9 dans tous les syst\u00e8mes est faible. Il est donc moins paradoxal qu\u2019il n\u2019y para\u00eet de voir dans le chaos un facteur d\u2019\u00e9quilibre, et l\u2019histoire a montr\u00e9 que les syst\u00e8mes les plus simples, les plus propres et les mieux rang\u00e9s n\u2019\u00e9taient pas toujours les plus justes.\u00a0 Les jeux de cartes \u00e0 collectionner, et en tout premier lieu <strong>Magic the Gathering<\/strong>, sans doute le plus ouvert et celui qui a le plus d\u00e9lib\u00e9r\u00e9ment accumul\u00e9 m\u00e9canismes et \u00e9l\u00e9ments vari\u00e9s, font aussi du chaos un principe d\u2019\u00e9quilibre.<\/p>\n<p>Tous les joueurs de <strong>Diplomacy<\/strong> s&#8217;accordent \u00e0 reconna\u00eetre que la position initiale des puissances centrales &#8211; en particulier, je crois, l&#8217;Italie &#8211; est bien moins puissante que celle d&#8217;autres \u00e9tats comme, par exemple, la Russie. Qu&#8217;importe. Les joueurs le savent, en tiennent compte, s&#8217;allient plus facilement avec l&#8217;Italie, ou s&#8217;en m\u00e9fient moins, et ce sont finalement les alliances, et non la position initiale sur la carte, qui cr\u00e9ent l&#8217;\u00e9quilibre du jeu. Il n&#8217;est d&#8217;ailleurs pas n\u00e9cessaire que les alliances soient formalis\u00e9es comme dans <strong>Diplomacy<\/strong> ou <strong>Cosmic Encounter<\/strong> pour qu&#8217;elles jouent ce r\u00f4le de r\u00e9\u00e9quilibrage plus ou moins automatique. Dans tous les jeux \u00e0 plus de deux joueurs avec un peu de baston, ou m\u00eame simplement d&#8217;interaction, il est souvent possible de faire bloc contre celui qui est en t\u00eate afin de redonner des chances \u00e0 tous &#8211; jusqu&#8217;\u00e0 un certain point quand m\u00eame, car il faut bien que la partie se termine. M\u00eame dans un jeu aussi pacifique, familial et politiquement correct que les <strong>Colons de Catan<\/strong>, on peut ne pas vouloir \u00e9changer ses marchandises avec un joueur qui a quelques points d&#8217;avance, ou amener plus volontiers ses routes vers chez lui pour le bloquer.<\/p>\n<p>Les personnages de <strong>Citadelles<\/strong> ne sont pas plus \u00e9quilibr\u00e9s que les pouvoirs de Cosmic Encounter. Certes, beaucoup d\u00e9pend de la situation, du moment dans la partie, des choix des autres joueurs mais, de mani\u00e8re g\u00e9n\u00e9rale, deux personnages, le Marchand et l&#8217;Architecte, sont quand m\u00eame plus puissants. Non seulement cela ne g\u00eane en rien le jeu, mais cela contribue sans doute un peu \u00e0 sa dynamique. On est souvent tent\u00e9 de les prendre, mais on sait qu&#8217;ils sont aussi plus souvent qu&#8217;\u00e0 leur tour la cible du voleur et, surtout, de l&#8217;assassin. Dans un autre de mes jeux, <strong>Mascarade<\/strong>, qui devrait sortir au printemps prochain, le Roi gagne trois pi\u00e8ces d&#8217;or par tour, la Reine en gagne deux&#8230; mais, de ce fait m\u00eame, la reine a toutes les chances de conserver son tr\u00f4ne plus longtemps.<\/p>\n<p>La construction de deck de cartes par les joueurs eux-m\u00eames, que ce soit dans les jeux \u00e0 collectionner inspir\u00e9s de <strong>Magic the Gathering<\/strong> ou dans les jeux de deckbuilding \u00e0 la <strong>Dominion<\/strong>, ou m\u00eame dans les jeux de draft comme <strong>Seven Wonders<\/strong>, est aussi un m\u00e9canisme int\u00e9ressant. Il ne cr\u00e9e pas n\u00e9cessairement des jeux plus \u00e9quilibr\u00e9s que ceux, pr\u00e9construits, de <strong>Smash Up<\/strong> ou <strong>Summoner Wars<\/strong>, mais, en reportant la responsabilit\u00e9 du d\u00e9s\u00e9quilibre \u00e9ventuel sur les joueurs eux-m\u00eames, il rend le jeu plus riche et plus int\u00e9ressant tout en simplifiant grandement le travail de l&#8217;auteur. Il ne dispense cependant pas de la n\u00e9cessit\u00e9 d&#8217;\u00e9quilibrer \u00e0 peu pr\u00e8s les cartes, pour \u00e9viter que certaines ne soient jamais utilis\u00e9es et que d&#8217;autres le soient trop fr\u00e9quemment &#8211; \u00e0 moins bien s\u00fbr de recourir \u00e0 des ench\u00e8res, ce qui permet l\u00e0 encore de laisser les joueurs s&#8217;en occuper.<\/p>\n<p><a href=\"https:\/\/faidutti.com\/blog\/?attachment_id=1541\" rel=\"attachment wp-att-1541\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"1541\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2012\/12\/19\/lequilibre-et-lennui-balance-is-boring\/assassin\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/assassin.jpg\" data-orig-size=\"334,511\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"Citadels Assassin\" data-image-description=\"\" data-image-caption=\"&lt;p&gt;Stabilisateur automatique&lt;\/p&gt;\n\" data-medium-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/assassin-196x300.jpg\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/assassin.jpg\" class=\"size-medium wp-image-1541\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/assassin-196x300.jpg\" alt=\"Stabilisateur automatique\" width=\"196\" height=\"300\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/assassin-196x300.jpg 196w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/assassin.jpg 334w\" sizes=\"auto, (max-width: 196px) 100vw, 196px\" \/><\/a><\/p>\n<p>Les physiciens distinguent deux types d&#8217;\u00e9quilibre, l&#8217;\u00e9quilibre stable des volumes qui reviennent dans leur position initiale quand on les bouscule un peu, et l&#8217;\u00e9quilibre instable de ceux qui s&#8217;\u00e9croulent d\u00e8s qu&#8217;on les touche. L&#8217;\u00e9quilibre d&#8217;un jeu doit \u00eatre suffisamment stable pour que l\u2019avantage pris par un joueur en d\u00e9but de partie n\u2019apparaisse pas vite irrattrapable &#8211; le Monopoly est le type m\u00eame du jeu qui se d\u00e9s\u00e9quilibre peu \u00e0 peu car &#8220;rich gets richer&#8221;. Pour \u00e9viter cela, l&#8217;auteur peut utiliser des petits &#8220;stabilisateurs gyroscopiques&#8221;, des m\u00e9canismes qui d\u00e9tectent les d\u00e9s\u00e9quilibres en formation et tendent \u00e0 les att\u00e9nuer. Le plus classique est, comme je l&#8217;ai par exemple fait dans <strong>Lost Temple<\/strong>, de permettre au joueur le plus mal plac\u00e9, le plus pauvre, le plus en retard, de jouer en premier. Le voleur de <strong>Catan<\/strong>, toujours utilis\u00e9 pour g\u00eaner le joueur en t\u00eate, a la m\u00eame fonction. La &#8220;choam charity&#8221; dans <strong>Dune<\/strong>, le petit fr\u00e8re de Cosmic Encounter, en est un autre. Tout comme certains syst\u00e8mes r\u00e9\u00e9quilibrent les positions des joueurs, d&#8217;autres r\u00e9\u00e9quilibrent le co\u00fbt des \u00e9l\u00e9ments de jeu, comme la r\u00e8gle qui, dans <strong>SmallWorld,<\/strong> fait baisser le prix des races qui ne sont pas achet\u00e9es par les joueurs. L&#8217;\u00e9quilibre doit quand m\u00eame \u00eatre suffisamment instable pour que les choix des joueurs aient un sens, et parfois pour que\u00a0 la partie se termine. C&#8217;est le petit reproche que je ferai \u00e0 <strong>Tokaido<\/strong>, de mon ami Antoine Bauza &#8211; il en a fait trop, et ce jeu est trop stable, trop \u00e9quilibr\u00e9 pour moi.<\/p>\n<p>Un jeu \u00e9quilibr\u00e9 n\u2019est pas n\u00e9cessairement ennuyeux pour les joueurs, et les jeux de strat\u00e9gie, en particulier, qu\u2019ils soient ou non sym\u00e9triques, doivent \u00eatre \u00e9quilibr\u00e9s, c\u2019est \u00e0 dire donner des chances de victoire \u00e0 peu pr\u00e8s \u00e9quivalentes aux adversaires, pour que ces derniers y prennent vraiment int\u00e9r\u00eat. C\u2019est en fait surtout pour l\u2019auteur de jeu, et pour ses amis testeurs, que l\u2019\u00e9quilibre est v\u00e9ritablement ennuyeux, au sens de p\u00e9nible, car il demande \u00e9norm\u00e9ment de travail, de r\u00e9glages subtils, de parties r\u00e9p\u00e9t\u00e9es, m\u00eame quand on aurait envie de passer \u00e0 autre chose. C\u2019est en r\u00e9digeant r\u00e9cemment mon article sur les jeux de faction que j\u2019ai pris conscience de cet aspect. J\u2019aime jouer \u00e0 un jeu comme Summoner Wars, mais je ne m\u2019imagine pas le concevoir, \u00e9quilibrer avec soin toutes les factions, v\u00e9rifier qu\u2019aucune n\u2019est automatiquement gagnante face \u00e0 une autre, ajouter un point d\u2019invocation ici, enlever un point de force l\u00e0, et sans cesse tester de nouvelles configurations. Il est tellement plus facile et plus \u00e9l\u00e9gant de laisser les m\u00e9canismes du jeu \u00e9quilibrer eux m\u00eame tout cela.<\/p>\n<hr \/>\n<p><a href=\"https:\/\/faidutti.com\/blog\/?attachment_id=1538\" rel=\"attachment wp-att-1538\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"1538\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2012\/12\/19\/lequilibre-et-lennui-balance-is-boring\/cosmicencounternew\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/CosmicEncounterNew.png\" data-orig-size=\"400,424\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"Cosmic Encounter\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/CosmicEncounterNew-283x300.png\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/CosmicEncounterNew.png\" class=\"alignnone size-medium wp-image-1538\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/CosmicEncounterNew-283x300.png\" alt=\"CosmicEncounterNew\" width=\"283\" height=\"300\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/CosmicEncounterNew-283x300.png 283w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/CosmicEncounterNew.png 400w\" sizes=\"auto, (max-width: 283px) 100vw, 283px\" \/><\/a><\/p>\n<p><em>\u00a0In the eighties, when I was a young wannabe game designer, my models and inspirations were the Future Pastimes team, authors of <strong>Cosmic Encounter<\/strong> and of several other games I often played, such as <strong>Dune, Darkover<\/strong> or <strong>Quirks<\/strong>. I often quoted one of them, Peter Olotka, who, when asked why the alien powers in Cosmic Encounter were so unbalanced, answered &#8220;why should they? Balance is boring, life is unfair.&#8221; Only years later did I realize that, while this elegant and provocative statement was far from wrong, it was only part of the truth. If alien powers in <strong>Cosmic Encounter<\/strong> do not need to be balanced, it&#8217;s mostly because the game balance relies on two powerful &#8220;gyroscopic&#8221; self balancing systems, chaotic complexity and alliances. There are others, and I&#8217;ll try to discuss the main ones in this article.<\/em><\/p>\n<p><em>The first of this mechanism is why <strong>Cosmic Encounter<\/strong> is best known among games : chaos. Chaos is complexity, but complexity created not by depth but by the interweaving and interaction of numerous more or less autonomous systems. To put it simply, the more unbalanced elements, systems and mechanisms there are in a game, the less likely it is that all of them will favor the same player. It can sound paradoxical to state that chaos is an equilibrium factor, but it is. History has shown that the simplest, cleanest and best ordered systems were usually not the fairest ones. Most collectible card games use chaos as a balancing tool, and specifically the first, most open and most varied of them, <strong>Magic the Gathering.<\/strong><\/em><\/p>\n<p><em><strong>Diplomacy<\/strong> players all admit that the starting positions of the central powers &#8211; and most of all, if I remember well, that of Italy &#8211; is much weaker than that of peripheral states such as Russia. Never mind. Players know about it, take it in account when playing, are more likely to ally with Italy, or are less wary of her. In the end, the balance is generated not by the initial set up but by the alliances and dynamics of the game. Formal alliances and support like in <strong>Diplomacy<\/strong> or <strong>Cosmic Encounter<\/strong> are even not necessary, and this self-balancing effect can also work informally. In all games for more than two players with some fighting, or even just some player interaction, it is often possible to bash the perceived leader &#8211; up to a certain limit at least, because every game must come to an end at some point. Even in a peaceful, family fare and politically correct game like <strong>Settlers of Catan<\/strong>, all other players often spontaneously agree not to trade with the leading one, and are more likely to build their roads near his in an attempt to block his development.<\/em><\/p>\n<p><em>The characters in <strong>Citadels<\/strong> are not more balanced than the aliens in Cosmic Encounter. Much depends on the moment in the game, and on the game situation, but two characters, the Merchant and the Architect, are usually more powerful. It doesn&#8217;t hinder the game, it even adds to its dynamic. One often wants to choose the Merchant or Architect, but one also knows that they are more often targeted by the Thief and the Assassin. In my upcoming card game <strong>Mascarade<\/strong>, the King gets 3 gold every round, while the Queen gets only 2&#8230; but that&#8217;s also why the Queen usually stays (or is it sits?) longer on the throne.<\/em><\/p>\n<p><em>In collectable card games such as <strong>Magic the Gathering<\/strong>, in deckbuilding card games like <strong>Dominion<\/strong>, and even in drafting games like <strong>Seven Wonders<\/strong>, players build their deck or their hand of cards by themselves. It doesn&#8217;t necessarily make the games more balanced than the preconstructed ones of, say <strong>Smash Up<\/strong> or <strong>Summoner Wars<\/strong>. It makes the players themselves answerable for the game\u2019s balance, which adds to the game\u2019s depth and makes the designer\u2019s job much easier. On the other hand, cards still have to be kept more or less balanced in strength and cost, or the same ones will always be selected by the players. Of course, the designer can this time rely on auctions, a very simple way to have the game and the players take care of costs balance.<br \/>\n<\/em><\/p>\n<div id=\"attachment_1542\" style=\"width: 310px\" class=\"wp-caption alignnone\"><a href=\"https:\/\/faidutti.com\/blog\/?attachment_id=1542\" rel=\"attachment wp-att-1542\"><img loading=\"lazy\" decoding=\"async\" aria-describedby=\"caption-attachment-1542\" data-attachment-id=\"1542\" data-permalink=\"https:\/\/faidutti.com\/blog\/blog\/2012\/12\/19\/lequilibre-et-lennui-balance-is-boring\/catanrobber\/\" data-orig-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/catanrobber.jpg\" data-orig-size=\"500,333\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;}\" data-image-title=\"Catan Robber\" data-image-description=\"\" data-image-caption=\"&lt;p&gt;Automatic Stabilizer&lt;\/p&gt;\n\" data-medium-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/catanrobber-300x199.jpg\" data-large-file=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/catanrobber.jpg\" class=\"size-medium wp-image-1542\" src=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/catanrobber-300x199.jpg\" alt=\"Automatic Stabilizer\" width=\"300\" height=\"199\" srcset=\"https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/catanrobber-300x199.jpg 300w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/catanrobber-450x300.jpg 450w, https:\/\/faidutti.com\/blog\/wp-content\/uploads\/2012\/12\/catanrobber.jpg 500w\" sizes=\"auto, (max-width: 300px) 100vw, 300px\" \/><\/a><p id=\"caption-attachment-1542\" class=\"wp-caption-text\">Gyroscopic Stabilizer<\/p><\/div>\n<p><em>There are two kinds of equilibrium in physics, stable and unstable. A stable equilibrium moves back to its original position when it is pushed a bit, while an unstable one immediately crumbles. A game\u2019s balance must be stable enough so that a player cannot take the lead at once and be unreachable. The reason why <strong>Monopoly<\/strong> is a bad game is its unstable balance, due to the \u201crich gets richer\u201d mechanism. This can be prevented by implementing \u201cgyroscopic stabilizers\u201d, systems which automatically detect the disequelebriums and alleviate them. The most usual one is to allow the poorest, last in the race or otherwise losing player to play first, or chose his card first, like I did in <strong>Lost Temple<\/strong>. The thief in <strong>Settlers of Catan<\/strong>, invariably used to neutralize the leader\u2019s cities, does the same. Choam Charity in Cosmic Encounter younger brother, <strong>Dune. <\/strong>While these systems\u00a0 restore some balance between the players&#8217; assets and positions, others restore balance between the costs of the various game elements, like\u00a0 in <strong>Small World, <\/strong>when a race that is not bought by players becomes cheaper. Balance must however be unstable enough to make the players\u2019 choices challenging, and to bring the game to an end. A good example of a clever game that might be a bit too well stabilized &#8211; at least for me &#8211; is Antoine Bauza\u2019s <strong>Tokaido<\/strong>.<\/em><\/p>\n<p><em>Balance is not necessarily boring for the players. Two players strategy games, no matter whether symmetrical or not, need to be well balanced, meaning to give both players almost the same odds of winning, to be really challenging. Balance is mostly boring, tiring and time consuming for the game designer, because it needs lots of work, fine tuning and testing, when the designer would often prefer to start something new. I realized this a few weeks ago, when writing my article about faction games. I\u2019ve played a few games of Summoner Wars, and enjoyed them a lot, but I can\u2019t imagine myself designing something like this, balancing all the factions, adding one strength point here, removing one cost point there, and testing all the possible combinations. It\u2019s so much easier, and it feels so much satisfying, to have the game balance everything by itself.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Dans les ann\u00e9es quatre-vingt, quand je n\u2019\u00e9tais qu\u2019un jeune auteur de jeu d\u00e9butant, mes mod\u00e8les et inspirations \u00e9taient le groupe Future Pastimes, auteurs de Cosmic Encounter et de quelques autres jeux que je pratiquais \u00e0 l&#8217;occasion, Dune, Quirks, Darkover&#8230; Je &hellip; <a href=\"https:\/\/faidutti.com\/blog\/blog\/2012\/12\/19\/lequilibre-et-lennui-balance-is-boring\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":true,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":""},"categories":[123],"tags":[282,244],"class_list":["post-1536","post","type-post","status-publish","format-standard","hentry","category-creation-ludique-game-design","tag-chaos","tag-cosmic-encounter"],"jetpack_featured_media_url":"","jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/p2HNOP-oM","_links":{"self":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/1536","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/comments?post=1536"}],"version-history":[{"count":18,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/1536\/revisions"}],"predecessor-version":[{"id":19365,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/posts\/1536\/revisions\/19365"}],"wp:attachment":[{"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/media?parent=1536"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/categories?post=1536"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/faidutti.com\/blog\/wp-json\/wp\/v2\/tags?post=1536"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}