synonym for nerf to describe a rule modification that weakens the affected target. Unlike the connotatively neutral term nerf, gimp in this usage often implies that the rule change unfairly disadvantages the target. Revamp A revamp (or rework) is a significant change to a game that is designed to improve (or balance out) the game's overall quality. This can include changes to the game's mechanics, art style, storyline, or any other aspect of the game. Revamps are often done in response to player feedback or to address problems that have been identified with the game. They can also be done simply to refresh the game and keep it feeling fresh for players. Revamps can happen at any time during a game's development or after its release. The difference between a revamp and a remaster is that a remaster is simply an updated version of the game with better graphics and maybe some new content, while a revamp is a completely new game built on the foundation of the original. Essential concepts of balancing Chance While the optimal ratio between skill and chance are dependent on the target group, the outcome should still be more influenced by skill. Chance and skill are viewed as partial opposites. Chance sometimes allows a weaker player to beat a stronger one. Generally, it is advised to favor many small random elements with little influence over a few with large effects to make results, that differ highly from average, less likely. The player should also receive a certain degree of information and control over random elements. Difficulty Difficulty is especially important for PvE-games, but has at least some significance for PvP-games regarding the usability of game elements. The perception of the difficulty depends on mechanics and numbers, but also on the players abilities and expectations. The ideal difficulty therefore depends on individual player and should put the player in a state of flow. Consequently, for the development, it can be useful or even necessary to focus on a certain target group. Difficulty should increase throughout the game since players get better and usually unlock more power. Achieving all those goals is problematic since, among other things, skill cannot be measured objectively and testers also get continuously better. In any case, difficulty should be adjustable for or by the player in some way. Dynamic and static balance Game balance can be divided into a dynamic and a