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GameDesignBalance_v1

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Created: 5/9/2026

Operational, quantitative game-balance skill applying Ian Schreiber & Brenda Brathwaite/Romero, 'Game Balance' (CRC Press, 2021) and Schreiber's 2010 'Game Balance Concepts' lectures. The first skill in the Game Design Suite that produces actual numbers rather than narrative findings: derives cost curves from priced objects via Schreiber's algebraic isolation method, classifies every object into the four canonical balance categories (overpowered / underpowered / overcosted / undercosted), detects dominant strategies and power creep across expansion sets, and solves intransitive systems (rock-paper-scissors, faction counter-cycles) for their mixed-strategy Nash equilibrium. Enforces Schreiber's hard rules: limited benefits are NEVER negative costs; choices must be costed at least as high as the strongest option; when uncertain, undercost rather than overcost (weak items get ignored, overpowered items ruin the entire game). Detects the four signatures of intransitive-system collapse (str

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