Competitive Balance: Difference between revisions

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* The (currently) 40 usable planets in ''[[Meteos]]'' differ in nearly every aspect, from the types and quantity of [[Falling Blocks]] present and the speed they fall to playing field width and quantity of garbage blocks both sent and received. There are many more differences dealing with game mechanics specific to the series, but suffice to say that separate strategies are needed playing as and against each planet. Each game to date has illustrated this by having the blocks take different appearances for each planet. In the original DS game, for instance, [[Slippy-Slidey Ice World|Freaze's]] blocks look normal but are frozen over, while [[Death World|Gigagush]] takes on an 8-bit style with animated blocks resembling [[Space Invaders]]. By ''Meteos Wars'', every planet has been pretty well balanced with a few exceptions, under normal circumstances.
 
== [[Massively Multiplayer Online Role Playing Game|MMORPG]]s ==
* ''[[World of Warcraft]]'' has ten character classes with three talent trees each, making for a total of 30 builds to balance against each other in small group PvE, large group PvE, arena PvP, and battleground PvP, across 85 levels and 12+ tiers of gear, and this doesn't even count variant builds and racial bonuses. That this task is impossible is mitigated only by Blizzard's determination to try, and balance has consistently improved over time despite the protests of the fanbase. Dueling, or one-on-one PvP, is the sole place they've disclaimed attempts to provide perfect balance, as that would inevitably lead to all classes being the same.
* Scout [Ken/Nuri] and Hana [Erika/Hana] in ''[[Pangya]]'' - The Mario and The Ken (appropriately enough) as they are the starting characters for male and female players.