GDC Festival of Gaming is part of the Informa Festivals Division of Informa PLC

This site is operated by a business or businesses owned by Informa PLC and all copyright resides with them. Informa PLC's registered office is 5 Howick Place, London SW1P 1WG. Registered in England and Wales. Number 8860726.

March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

WICKED PROBLEMS: Balancing Complex Systems

Eric Zimmerman  (Game Designer & Arts Professor, NYU Game Center)
Location: Room 3016, West Hall
Date: Thursday, March 12
Time: 2:00 pm - 5:30 pm
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: All
Track: Design
Format: Workshop
Vault Recording: Not Recorded
Audience Level: All

Contemporary game designers often face the challenge of designing large-scale "heterogeneous" systems. In genres like Roguelikes, RPGs, MOBAs, CCGs, and strategy games, there are interacting systems of abilities, skills, equipment, etc. - that create design challenges of nearly infinite complexity. This workshop focuses specifically on concepts and methods for solving these kinds of wicked design problems, using hands-on exercises as the basis for learning and practicing skills. We will look closely at how network effects happen and try out a number of approaches for balancing massively complex problems in a many-to-many character battling game. Along the way, we will discuss and learn about relevant game design concepts like the advantages and disadvantages of automated testing, or how to leverage systems as part of content design. Please come to the session prepared to actively play and participate.

Takeaway

Using a "learning by doing" approach, we will explore a range of skills and ideas related to balancing complex systems, including: design methodologies (establishing the WHAT, HOW, and WHY of a balancing process); the use and pitfalls of balancing against "standard/vanilla" units; debates around machine-automated vs. human-designed approaches; and more.

Intended Audience

This session is for anyone who wants to deepen their skills and knowledge for solving complex design problems. Designers and developers of any level - those just entering the industry to design leads and creative directors - have found the exercises useful. The core ideas are relevant to just about any kind of game.