Balance is hard to achieve and as philosophical as that sounds, I'm actually talking about balancing competitive games. Developers normally achieve this by balancing two separate areas: nuances within the game, like weapon or hero balancing, and player skill, often solved by sorting the player base into ranks.
If You Can Be Shot, You Will Be Shot: Winners Only Get Bigger In Morphies Law
If it sounds ambitious, that's because it is. Rather than relying on medals like Overwatch, player skill is measured by avatar size and any damage dealt is transferred to your character. If you shoot an enemy in the legs, your legs get longer. Friendly fire allows you to trade body mass with a teammate and different body types excel at different things. Check it out:
This opens up different strategies, as smaller players are harder to hit and can enter areas that larger players can't. Better players can trade size with other players to allow them to keep carrying, or if you wanted a high risk, high reward strategy, then you could play a 'protect the king' comp and move all your body mass onto one player.
The winner will be decided by the team avatar with the largest body mass (combined mass of each player on the game).
Whilst it's an interesting concept, I'm not sure it's possible to balance a game without measuring player skill. We'll find out when Morphies Law 'probably' comes to Steam Greenlight. Can't wait for more s*** like this!
Would you play Morphies Law? Is it possible to balance a shooter without taking into account player skill?