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Chapter 32 Further Reading
Game balancing is one of the most-studied topics in design and one of the least-well-documented. Most of the deepest knowledge lives inside studios, in spreadsheets that will never be public. The list below is the best public-facing material — the things you can actually read or watch — supplemented by the data resources that let you do your own analysis.
Foundational Texts
Ian Schreiber — Game Balance Concepts (free online course). Available at gamebalanceconcepts.wordpress.com. A ten-week course written by Schreiber and Brenda Romero originally for university classes, made permanently free online. This is the single best free resource on the math and craft of balance — it covers everything from basic stat-comparison through transitive vs. intransitive systems, cost curves, randomness, and feedback loops. Each "lesson" is a long blog post with worked examples and homework problems. If you read nothing else in this list, read Schreiber.
Ernest Adams and Joris Dormans — Game Mechanics: Advanced Game Design (New Riders, 2012). The textbook that introduced the "Machinations" diagrammatic language for modeling game economies and balance. The book is dense and academic, but the parts on internal economy, feedback systems, and balance modeling are essential reading for anyone designing a system more complex than a single combat loop. The Machinations tool itself (machinations.io, also free) lets you build interactive models of your game's resource flows and run simulations to test balance.
Raph Koster — Theory of Fun for Game Design (O'Reilly, 2nd edition 2013). Not a balance book per se, but Koster's argument that "fun is the feedback the brain gives us when we are learning patterns" reframes what balance is for. A game that is too easy stops teaching, and the brain stops finding it fun; a game that is too hard cannot teach, and the brain stops finding it fun. The balance challenge is to keep the player in the learning sweet spot. Koster makes this case lyrically and convincingly, with hand-drawn diagrams that have become iconic in the field.
Richard Garfield et al. — Characteristics of Games (MIT Press, 2012). Garfield (the designer of Magic: The Gathering), with Robert Gutschera and Skaff Elias, dissects the structural properties of games — including a long chapter on balance, with formal vocabulary for "transitive" and "intransitive" mechanics, "downtime," and "kingmaker" problems. This is the academic-rigorous companion to Schreiber's practical course. Read both for stereo vision.
Industry Talks (GDC and Elsewhere)
David Kim — "StarCraft II: Balancing Game Updates" (multiple GDC talks, 2013-2018). Kim, the lead balance designer on StarCraft II for most of its peak years, has given several public talks on the team's process. The 2014 talk in particular walks through how the team responded to specific community-perceived imbalances, including the math behind individual change decisions. Available on the GDC Vault (some free, some subscription).
Mark Yetter — "Balancing the Unbalanceable: League of Legends Per-Elo Design" (Riot Pls / League Dev Updates, various). Yetter, who led League's gameplay team for years, has spoken extensively in Riot's own developer-update videos about the per-elo problem and the team's response. These are not formal lectures but they are dense with practical insight. Search YouTube for "League of Legends Dev Update" and filter by Yetter's appearances.
Iain Lobb — "The Math of Idle Games" (GDC 2016). Idle and incremental games are pure balance problems — the entire game is an economy curve, with no combat or narrative to distract from the math. Lobb's talk is a clear walk-through of exponential cost curves, prestige systems, and the math that makes idle progression feel rewarding. Even if you do not make idle games, the principles transfer.
Supercell Design Talks (various). Supercell (Clash of Clans, Clash Royale, Brawl Stars) has shared a number of talks on their balance philosophy — particularly around live-service economy design and per-card balance in Clash Royale. The 2019 GDC talk "Behind the Scenes of Clash Royale's Balance" is especially good. Note: Supercell's monetization design is also instructive for what to avoid in some respects — read alongside Chapter 33 of this textbook.
Blizzard's Hearthstone design retrospectives. Various designers (Dean Ayala, Iksar, Mike Donais) have done podcasts and streams over the years discussing specific balance changes — the nerf to Genn/Baku, the rotation philosophy, the death of Counterspell, the rise and fall of Quest decks. The Hearthside Chats podcast was particularly informative when it was active.
Magic: The Gathering Design Resources
Mark Rosewater — Making Magic (weekly column, magic.wizards.com). Rosewater is the lead designer of Magic: The Gathering and has written a weekly column for over twenty years. His articles on the "New World Order" power-level framework, on color-pie balance, on cost-curve discipline, and on the "Storm scale" (his framework for how often a mechanic can return) are required reading for any designer working on a deckbuilder, card game, or any system with a large content roster. The "Lessons Learned" series in particular is a balance designer's confession booth.
Drive to Work Podcast (Mark Rosewater, ongoing). Rosewater's commute-recorded podcast covers individual cards, sets, mechanics, and the design failures behind them. Episodes on Combo Winter, on the Urza's Saga power-creep crisis, and on the Time Spiral design process are case studies in what happens when balance discipline fails at scale.
Data Resources for Self-Study
Liquipedia (liquipedia.net). The community-maintained wiki for esports. Tournament results, win-rate matrices, patch histories, meta analyses. For StarCraft II, Dota 2, CS:GO, Valorant, and many smaller scenes, Liquipedia is the single best public source for the data you need to do balance analysis on real competitive games.
MTGTop8 (mtgtop8.com). Magic: The Gathering tournament results, deck archetypes, card metagame share. A treasure trove for anyone studying card-game balance — you can see which cards dominated which formats, what counter-strategies emerged, and how the meta evolved over time.
OP.GG, U.GG, Mobalytics (League of Legends). Champion win-rate, pick-rate, and ban-rate data segmented by rank, role, and patch. These sites scrape Riot's public APIs and present the data in usable form. They are the working tools of the League community and the closest you can get to the data Riot's own balance team uses.
HearthstoneTopDecks, HSReplay.net. Equivalent for Hearthstone — deck archetype meta share, win rates by rank, individual card statistics.
Steam Hardware & Software Survey, Steam Charts. For broader audience-data, Steam's public data lets you see what people are playing and for how long. This is meta-meta data — useful for understanding the player base your balance is for.
Tools
Python (free). The lingua franca of game-balance simulation. NumPy and pandas for the data work, Matplotlib for the visualization. A 50-line Python script can be a more powerful balance tool than a thousand-line C++ system. If you do not already know basic Python, learn it; it is the second most important language in game design after the engine scripting language you use day-to-day.
Excel / Google Sheets (variable cost). The actual tool every balance team uses. Pivot tables, conditional formatting, lookup formulas (XLOOKUP, INDEX/MATCH), and the data analysis pack are all you need to build a serious balance workbook. Google Sheets if you need real-time collaboration with your team; Excel if you need power-features and offline reliability.
Machinations.io (free tier available). Joris Dormans's diagrammatic tool for modeling game economies and balance. You build a flow diagram of your game's resource flows and the tool runs simulations to show you how the balance plays out over time. Especially valuable for economy-heavy games (idle games, strategy games, RPGs with crafting).
AnyDice (anydice.com, free). A specialized tool for computing dice and probability distributions. If your game uses any randomness — RPG dice systems, card draws, percentage chances — AnyDice will compute the actual probability distribution of any combination of randomness sources, so you can see what your players will actually experience.
Specific Books on Adjacent Topics
Adams, Fundamentals of Game Design (3rd edition, New Riders, 2014). Broader than just balance, but the chapters on internal economies, levels of difficulty, and progression are useful complements to Chapter 32. Adams writes for the working designer, with case studies and worked examples throughout.
Schell, The Art of Game Design: A Book of Lenses (3rd edition, CRC Press, 2019). Jesse Schell's "Lens of Skill vs. Chance," "Lens of Fairness," and "Lens of Challenge" are direct applications to balance work. Schell's lenses are a thinking tool, not an answer key — they help you ask the right question, which is half of any balance problem.
Salen and Zimmerman, Rules of Play: Game Design Fundamentals (MIT Press, 2003). Academic but seminal. The chapters on game balance, on the difference between "transitive" and "intransitive" systems, and on the role of feedback loops in balanced design have shaped how the field thinks about these problems. Slow reading; high payoff.
How to Use This List
If you have one weekend: read Schreiber's first three lessons of Game Balance Concepts, watch David Kim's GDC 2014 talk, and apply the cost-curve framework to your own progressive project.
If you have one month: read Schreiber in full, read Adams and Dormans, watch all the GDC balance talks you can find on YouTube, and build a simulation of your game's combat in Python.
If you want to make this your specialty: subscribe to Mark Rosewater's column. Read every issue. Build spreadsheets for every multiplayer game you play. Track patch notes and write your own analysis. Within a year, you will know more about balance than 90% of working designers, because most working designers do not have time to study the discipline systematically — and you will.
The path is not a secret. The path is just slow.