usually refers to relations between game elements, e.g. between the element A, B and C: In case of transitivity given A beats B and B beats C, A beats C. This means that A is the best element of those three. A transitive relation is especially useful as rewards for the player to receive more and more useful game elements. In case of intransitivity given A beats B and B beats C, A does not automatically beat C. On the contrary, it might even be the case that C beats A, like in rock-paper-scissors. Intransitive relations can be assessed within the properties of game elements instead of just defining the outcome. This helps to create variety and prevent dominant strategies. Balancing process Balancing always includes changing quantifiable values and relations between them, directly or indirectly; this is done as an iterative process and partially dependent on the genre, during development and also afterwards (e.g. by rule changes, addons or software-updates). However, it cannot be completely solved by algorithms since aesthetics are also important and a perfect balance might actually achieve the opposite of fun. Ideally, simple rules deliver complex results. This is also referred to as “emergence”. Firstly, a balanced basis should be created, so most later work consists in merely changing numbers and introducing new content becomes much easier. This makes it important for a designer to adjust numbers easily and they should always know how changes affect the overall system. Sight of the bigger picture should never be lost to create a positive experience for the player. Extremely powerful game elements and dominant strategies are dangerous to the latter goal and should therefore be identified and corrected. Game elements that provide a highly situational use but have a fixed cost value, that is comparable to less situational elements, are particularly difficult to balance. Another priority is providing multiple viable options. Generally, players react better to buffing something than nerfing it. It is possible, however, to achieve those indirectly by changing another part of the system, since most content, if not everything is connected and related to each other. Goals of balancing The highest goal of balancing is always preserving or increasing the fun or engagement. This, however, can highly depend on the individual game and its audience and might even consist in great imbalance or turn into the opposite of fun: Especially in games with in game purchases