TL;DR: Game balance is incredibly complex, and the amount of attention to detail required is insane in order to keep all of these in check. You can do anything with anything if you know how.
Just to piggyback, it’s actually possible to do any of these with mechanics or numbers, although depending who you’d ask this breakdown is either spot on or the wildest shit they’ve ever heard because game balancing is a weird difficult concept.
Precision Numbers: Think overflow. Whoops, you missed the mark by 1 or 2 and wasted some points.
Precision Mechanics: Best example I can think of is a bullet hell or a racing game as you explained. More enemies/bullets = less space to maneuver.
Complexity Numbers: Think bloated idle games and daily quests (aka Tedium)
Complexity Mechanics: Like adds on a raid boss. Extra things to worry about.
Timing Numbers: Time attack in a racing game is a great example of this
Timing Mechanics: Quick time events, but only if they’re done well
Punishment Numbers: Less HP, more damage, etc. fairly obvious
Punishment Mechanics: Again going back to rogue likes, it’s not uncommon to have multiple types of HP which swings Punishment around depending on how those types of HP work.
Resource Consumption Numbers: Drop rates, mana, health pools
Resource Consumption Mechanics: Usually this is where layering resources occurs, gear and a skill tree or a skill tree and temporary buffs, etc. Metacurrency can be considered either mechanical or numbers based depending on how it’s handled.
hemko@lemmy.dbzer0.com 3 days ago
Very good and detailed explanation!
I want to also add on the last part; often the difficulty is composed of all of those elements, because each single difficulty element scales very badly.
For example game that only focused on the precision and timing has some limits where the game just breaks because it is no longer possible to move fast enough to keep up. At this point increasing the duration (adding numbers) of the ‘encounter’ becomes a better way to increasing difficulty.
Good example of this would be “Through the fire and flames” in guitar hero. It already tests your precision and timing to the extreme, then adds a long song duration (7+ minutes)