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Game balance is a branch of game design with the intention of improving gameplay and user experience by balancing difficulty and fairness. Game balance consists of adjusting rewards, challenges, and/or elements of a game to create the intended player experience.
An intransitive or non-transitive game is a zero-sum game in which pairwise competitions between the strategies contain a cycle. If strategy A beats strategy B, B beats C, and C beats A, then the binary relation "to beat" is intransitive, since transitivity would require that A beat C.
Game Informer used to give separate reviews of the same game for each console for which that game was released; starting in the mid-2000s, GI has published just one consolidated review for the game, while provides notes on the pros and cons of each version. Older games, three per issue, were given brief reviews in the magazine's "Classic GI ...
Games of the earliest video game generations seldom have longer dialogue trees, but 2000s games that offer significant player-NPC relationship interaction and development include the titles Fable, Mass Effect, and Knights of the Old Republic. With the advent of the World Wide Web, gamers' association has partially moved online.
A game's mechanics are not its theme.Some games have a theme—some element of representation. For example, in Monopoly, the events of the game represent another activity, the buying and selling of properties.
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There are some discrepancies; for example, the costs of several spells are changed, presumably to balance gameplay and the relationship between the five colors, and the characters present from the Magic storyline did not all coexist (or even anything remotely similar) at any point in the story.