or in-game advertising, the developer or publisher has an interest to monetize the game, even if it is detrimental to the fun. Such games may frequently interrupt the experience with advertisements or provide low chances (e.g. in loot boxes) to intentionally frustrate the player but keep engagement high to encourage spending money to skip frustrating parts. Otherwise, the player may face huge disadvantages (imbalances) even against other paying players. In general, though, there is a consensus that huge imbalances are bad for a game, even if the game still is fun to play – a better balance would make it even more fun. Opinions on exactly what should be balanced, how well-balanced a game should ideally be and even if perfect balance is achievable or even a good thing vary. In some cases, it is even stated that a slight imbalance is actually beneficial. A crucial goal of balancing a is preventing any of its component systems from being ineffective or otherwise undesirable when compared to their peers. An unbalanced system represents wasted development resources at the very least, and at worst can undermine the game's entire ruleset by making important roles or tasks impossible to perform. One balancing approach is to set strategies as the goal, so all offered strategies have roughly equal chances of success. Strategies can only be affected by changing underlying game elements, but the balance between game elements is not the focus here. Strategies should offer a deep gaming experience. The balance can depend on player skill. Therefore, one level of skill should be chosen as the goal of all development efforts. This might be professional or casual players, for example. On all other levels, that do not fit the prime audience, more imbalances can be accepted. Preserving strategies and game elements from becoming irrelevant also is emphasized: Every given option should have at least some use and should be viable. To achieve this, strategies and game elements should be compared within all contexts they compete in, e.g. combat or resource investments. Extremely powerful (“broken”) strategies and elements are viewed as especially damaging since they devalue all their competitors. Beyond all of that, there is an argument for some imbalances within a game, since that constantly encourages players to find new solution, e.g. by interacting in the metagame. This especially applies to frequently updated games. On the opposite end, (nearly) perfectly balanced games would result