Balance is a key feature in games. Players saying that a game is unbalanced is one way of them stating that a game is currently not good, though in a fixable way. The core idea of balance is every player has the same chance of winning, conditional on skill. There shouldn't be a best choice or best starting position in a game. A game that is unbalanced can usually be fixed by tweaking statistics or abilities without having to change the entire rule set. For example, in Puerto Rico it is well documented that
players who start with Corn have a higher win chance than those with Indigo. A fix that evens out the win chances of a position is to take once coin from each player that starts with corn.
Balance in static games like Chess, Go, or Puerto Rico is achievable. The high number of plays of these games generates lots of data on where things might be skewed. Hence through constant small tweaks we have arrived at the scale like balance that is these games today. A big question for modern games is how can one balance games that are in constant flux like Magic: the Gathering or EVE Online? These games change quite rapidly with upwards of 4 releases of new content every year. How can one achieve balance in a world like these that is constantly evolving? Moreover, given the plethora of options in Magic and EVE can all of them be useful?
The answer to the last question is no, not all options can always be useful. Given the size of these games,
it is impossible to have all the options viable. Only if everything is identical could the game be perfectly balanced. This solution is both uninteresting and denies players any choice, which is fundamental to these games. So how do these type of games achieve balance? In the strictest sense they don't. There are always some options that are just inferior. Though these games use two strategies to mitigate balance concern. First, each component is specialized so has some situation where it is top tier. Second, these games constantly shift the game pieces so that what is weak today will be strong in the future.
A big advantage MMOs or TGCs have over smaller games is there are almost as many ways to play the game as there are players. Magic lists
21 different official formats in its rules section. In addition to these, each play group has its own rules and customs. This means that every player can find a way to play. On the topic of balance, the plethora of formats gives Wizards the flexibility to design different cards for different formats. Hence a card that seems worthless to a tournament player might be just what a multiplayer deck needs. Magic achieves balance, through giving each card a particular format to shine in.1
This also happens in MMOs like EVE Online. There are many different activities in EVE, each requiring a different approach. Depending on how you want to play, different ships will appeal to your niche. This specialization in activities enables more of the content to be utilized. In addition, it means that not every ship needs to be usable in ever situation, just that there is some situation where it is a viable choice. In this way, specialization enables large games to have more meaningful choices.
While specialization implies that there are many niches in a game for its components to shine, it does not imply that each niche has more than one viable choice. This is where the constant tweaking or pendulum balance comes in. Even with small individual niches, it is an herculean task to achieve balance. Not only is each niche almost its own game and more content comes out regularly to integrate, but also changes to one niche will affect others as there is a lot of overlap in components. Here TCGs and MMOs diverge in how they preform pendulum balance.
TGCs tend to have a rotation schedule. There most popular and most supported formats consist of only the most recently released cards. In Magic, Limited only uses the most recent block and Standard is the past 2 years worth of cards. This gives the designers flexibility as they know that many of their creations will cease to have an impact after a few years. Hence they are not bound by past decisions for lone. This gives the designers flexibility to push different portions of the game at different times as they know these power spikes will not last long. In addition, the designers have a fair amount of control on where the current power spikes are, so they can pick a handful to focus on this cycle and ensure there are a few viable strategies.
TCGs have moved toward a rotation schedule to help with balance due to their physical nature. It is hard to errata a card once it is printed. Either a new version needs to come out or there needs to be extensive documentation on which cards have changed. Some TGCs have gone this route, like Legend of the Five Rings, but this leads to clunkier play and requires more player knowledge as everything the need to know is not written on the cards. Further, designers are constantly learning about their games as they create new components. It is common for them to completely miss the mark on what is powerful and what isn't. Take the introduction of Equiptment in Magic during the Mirrodin and Kamigawa blocks. The most powerful pieces of equipment, like Skullclamp and Umezawa's Jitte, were printed during those blocks because the designers had no idea on how to balance equipment. Hence, cycling older cards out of the more popular formats is useful for designers as they refine their craft so they are not bound by the power level mistakes of the past.
MMOs take the opposite tack because they are a digital medium. It is easy to change the statistics on a sword or spaceship by editing a few entries in a database. But it is much harder to remove items as players expect to keep what they earn. And yes TCGs, do suffer somewhat by forcing player to buy new cards. But players never physically lose the old cards, unlike an item being deleted from an MMO's database. In MMOs, there is constant tweaking of statistics. Usually something is dominate, like drone boats in EVE right now, but it doesn't often stay dominate for long, it used to be that Drakes were the ship of choice.
This pendulum balance is not the clockwork precision that is Chess or Go, but it is a type of balance. The constant shifting from one thing being powerful to anther keeps the games fresh. Players are forced to adapt and learn as the game changes. This rewards those who search out new and untested strategies as it is not always clear what the latest set or patch has brought to the forefront. Any large game that constantly adds content will adopt this approach as it encourages new experiences which tends to be a drawing factor in such games anyway.
There is delicate line such design walks though. It is possible to make it too obvious what is the best and simply careen wildly from one extremely over powered strategy to another. This completely removes the interesting components of experimentation and discovery. Any game practicing pendulum balance needs to be subtle in its tweaks and make it at least reasonable to try all the options. Any design where it is obvious to a beginner what the dominate strategy is will not keep players interested for long.