Progression Balancing × Baldur’s Gate 3: Insights, Terms and Tools for Multi-Dimensional Video Game Balance

Game UX & Player BehaviorSerious & Functional GamesAutomotive Manufacturers & Vehicle DesignersGame Developers & DesignersEsports Athletes

Research Background and Problem

  • Identified Issues or Challenges: The complexity of modern games makes maintaining balance among game elements (e.g., classes, weapons) exceptionally challenging. Traditional game balancing often reduces the problem to a single-dimensional metric (e.g., win rate, popularity, or damage output under specific conditions). However, games are dynamic experiences with constantly evolving scenarios and developments, making single-dimensional balancing methods insufficient.
  • Significance: Intrinsic game balance directly impacts player experience and is critical for game development and maintenance. Good balance ensures players have more choices and meaningful decisions, thereby enhancing long-term engagement and satisfaction.
  • Research Motivation and Related Work: Although many methods for analyzing and optimizing game balance have been proposed in both industry and academia, most are limited to static scenarios or single-dimensional analysis. This research aims to construct a multidimensional game balance analysis framework to address this gap, using Baldur's Gate 3 as a case study.

Solution

  • Proposed Method or Solution: The authors propose a "Progression Balancing" method that utilizes an AI-optimized combat simulator, multidimensional analysis tools, and visualization techniques to evaluate the performance of game elements across multidimensional scenarios. This method is not only applicable to Baldur's Gate 3 but can also be extended to other game domains.
  • Innovations:
    • Use of simulation and AI-supported tools to calculate optimal behavioral strategies.
    • Introduction of the concept of multidimensional game balance (e.g., class progression, level progression, item progression), surpassing single-dimensional balance in endpoint scenarios.
    • Development of interactive visualization tools to present complex data results in an intuitive manner.
  • Implementation Steps and Key Technologies:
    1. Combat Simulator Construction: A simulator based on Baldur's Gate 3 combat logic was developed to deterministically calculate the expected damage of various skill sequences.
    2. Initial Benchmark Testing: By calculating the optimal combat behavior of different classes in fixed scenarios, their damage output was analyzed.
    3. Community Survey and Multidimensional Expansion: Feedback on important balance dimensions was collected through a survey of the gaming community, and these dimensions were integrated into the subsequent analysis framework.
    4. Interactive Tool Development: A multidimensional data slicing visualization tool was developed, and balance metrics (e.g., influence, dominance, deviation) were quantified.

Research Outcomes

  • Specific Results:
    1. Identified multiple dimensions affecting game balance, including class progression, level progression, combat progression, equipment progression, and difficulty progression.
    2. Conducted multidimensional progression balance benchmarking in Baldur's Gate 3, running a total of 34,560 combat simulations under different conditions.
    3. Developed and released an interactive tool for exploring and analyzing the balance of game elements.
    4. Proposed quantifiable balance metrics such as influence, dominance, and balance scores.
  • Advantages Compared to Existing Solutions:
    • Traditional methods are often limited to single-dimensional analysis, while this research provides a comprehensive multidimensional analysis framework for balance studies.
    • The tool supports interactive data exploration, significantly enhancing the intuitiveness of data interpretation and insights.
    • Computer simulations ensure that balance results are generated more efficiently and are reproducible.
  • Experimental or Evaluation Results:
    • Community feedback was positive, with nearly 88% of survey participants expressing approval of the tool and method, noting that it provided new knowledge and unexpected insights.
    • Multidimensional data slicing visualizations revealed that even classes initially perceived as weaker in benchmark tests (e.g., Rogues) exhibited advantages under specific dimensional conditions.
    • Quantified metrics (e.g., progression increments, influence) provided further explanations of the balance among game elements.
  • Limitations and Future Directions:
    • The current method primarily uses combat damage as the evaluation benchmark, without covering non-combat factors in games (e.g., character skills in dialogue).
    • Computational complexity increases rapidly when simulating multiple dimensions, necessitating further optimization of dimension configurations to reduce complexity.
    • The tool is currently only applied to Baldur's Gate 3 but could be extended to other game types and genres, such as first-person shooters or real-time strategy games.
    • Further investigation is needed into the tool’s usability and adaptability, along with collaboration with developers to assess its potential for industrial applications.

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https://hci.top/en/papers/chi/189188/2025

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DOI: https://dl.acm.org/doi/10.1145/3706598.3713162
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CHI
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2025
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Game UX & Player Behavior, Serious & Functional Games
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Automotive Manufacturers & Vehicle Designers, Game Developers & Designers, Esports Athletes
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