There seems to be a common argument that pops up again and again, "You think X is unbalancing? Just don't use it, and don't group with people who do!" Rather than continue to reply to it directly in threads where it crops up, I'm going to try to explain the problem once, here, and then just start linking to here when it comes up.
At the core of understanding why games need to be balanced is understanding the fun that comes out of challenge. If you imagine a spectrum of difficulty from "press this button, and you win" to "will never be possible for anyone, ever", you can map out a 'fun response' alongside it, like this:
Code:
Win Button------Mildly Challenging--------Extremely Challenging-------Impossible
Boring-------<<<<<<<<<<<<<<<<MAXIMUM FUN ZONE>>>>>>>>>>>>>>>>>-------Frustrating
The games that keep people playing the longest are the ones that oscillate back and forth in that Maximum Fun Zone: you need to have some periods of only Mild Challenge, with ramp-ups to extreme challenge, and so forth. Spending too much time in "Boring" or "Frustrating" leads players to leave the game.
I won't go into this in too much more detail, except to say that what I'm talking about here falls into the category of "generally accepted principles" in the game industry. If you really want to dig into the meat of the subject, I suggest reading material from Nicole Lazzarro, a respected game design consultant, found on her website here: http://www.xeodesign.com. Also, for a much prettier graphical representation of the "ideally fun game", check out slide 22 of her powerpoint presentation from AGC 2005: http://www.xeodesign.com/funmeter/xe...300n102805.ppt . I'll let her material speak for itself, and move on.
Now, where does balance come in? Well, the challenge varies based on whether or not you are using the more powerful items in the game. (Or, whether you have the best build, etc.) What this means is that there's some amount of distance between the "Haves" and the "Have Nots" on the challenge scale. In an ideal case, it looks like this:
Code:
Win Button------Mildly Challenging--------Extremely Challenging-------Impossible
Boring-------<<<<<<<<<<<<<<<<MAXIMUM FUN ZONE>>>>>>>>>>>>>>>>>-------Frustrating
-------------<<<<Haves Zone>>>>-------------------------------------------------
--------------------------------------------<<<Have Nots Zone>>>----------------
By scaling the difficulty level, the dev team can move *everyone* on the spectrum. But, if the picture starts looking like this:
Code:
Win Button------Mildly Challenging--------Extremely Challenging-------Impossible
Boring-------<<<<<<<<<<<<<<<<MAXIMUM FUN ZONE>>>>>>>>>>>>>>>>>-------Frustrating
-<<<<Haves Zone>>>>-------------------------------------------------------------
--------------------------------------------<<<Have Nots Zone>>>----------------
...you could increase game difficulty to challange the "Haves", but you end up here:
Code:
Win Button------Mildly Challenging--------Extremely Challenging-------Impossible
Boring-------<<<<<<<<<<<<<<<<MAXIMUM FUN ZONE>>>>>>>>>>>>>>>>>-------Frustrating
-------------<<<<Haves Zone>>>>-------------------------------------------------
---------------------------------------------------------<<<Have Nots Zone>>>---
...and you've got a balance problem. You can target the game difficulty to keep either the Haves or Have Nots in the fun zone, but not both -- if you get one 'into the zone', you push the other out. If the gaps grow wide enough, you can even be in trouble on both ends:
Code:
Win Button------Mildly Challenging--------Extremely Challenging-------Impossible
Boring-------<<<<<<<<<<<<<<<<MAXIMUM FUN ZONE>>>>>>>>>>>>>>>>>-------Frustrating
-<<<<Haves Zone>>>>-------------------------------------------------------------
---------------------------------------------------------<<<Have Nots Zone>>>---
When part of the population spends too much time out of the fun zone, they leave. How does this affect you? If you're one of the players who gets pushed out the boring end or the frustrating end, obviously it affects you! The game is tuned for "not you", and it isn't fun anymore! However, even if you're *not* one of the players that gets pushed out, it increases player attrition. Fewer players means harder grouping, and less development budget. So, generally speaking, what's bad for some players is still bad for the whole community, in the long run.
"Game Balance", at its core, is just a shorthand for saying "we need to narrow the gap between the Haves and the Have Nots so that *neither* is falling of the end of the fun curve", which makes things better for everyone.
Can players self-regulate to maximize thier fun? On a case-by-case basis, yes: Permadeath is a great example of this. However, this is the exception rather than the rule -- in general, most people won't do this, so there's still a "balance problem" for the bulk of the player base.
Hopefully this gives people a little bit of a better idea of why "just don't use it" isn't a viable solution to balance problems. (I won't even bother getting into why, "...and don't group with anyone who does" doesn't work -- simply imagine trying to fill a LFM with 6 or 7 different exclusions listed, and you'll understand why such an approach is impossible.) If you've read this, and still think "just don't use it" fixes the problem... well, at least maybe I'll get some positive reputation
.