Asymmetrical Game Design
How to find the balance
When it comes to delivering unique multiplayer experiences, asymmetrical game design is both one of the best and one of the worst approaches. To be more specific: it can be difficult to figure out how to create a sense of balance when the fundamental goal of asymmetrical game design is to achieve deliberate imbalance. It’s certainly a big design challenge, and it warrants a specific focus.
Partial versus full asymmetry
Let’s start by taking a step back and looking at today’s multiplayer experiences: these are mostly built upon some form of asymmetry. What this means is that while each player might be operating from the same fundamental rules or gameplay elements, there are in-built variations in the game that spice things up by creating deliberate asymmetry between players. Fighting games, team-based shooters, and even MOBAs are examples of this.
Partial asymmetry provides a basis for the designer to balance gameplay around a single loop and then add tweaks on top. Working from such a baseline allows creators to imagine different ways to “stretch” the design in order to create different characters, builds, and so on.