Rock-Paper-Scissors, the classic example of balance and counterplay.
The "Rule of 3" is a powerful concept in combat design that ensures no single option dominates and keeps players engaged.
The Rule of 3 works in combat design because it’s:
Simple to Understand: Three options are easy to learn and remember.
Balanced: Every choice has a counter, so no option is overpowered.
Engaging: It encourages players to experiment and adapt strategies.
RPG Trinity: Like in World of Warcraft, the Tank-Healer-DPS opens up dynamic teamwork. Each role has a clear purpose and contributes to each others success
Action Combat: Games like Sekiro use Attack, Defend, and Evade to keep combat engaging. Players have to decide the best option based on the situation. And with a strong parry mechanic it's able to push that to another level, since defend can now become the strongest attack if timed correctly, rewarding those paying attention to the rule of 3 at play.
Encounters also have this "trinity" relationship. Pick up a highly rated ARPG/Roguelite and you can see this in its DNA:
Enemy Archetypes:
Tank Enemies: High health and defense, requiring focused DPS or status effects to overcome.
Support Enemies: Healers or buffers that enhance allies, demanding quick targeting to disrupt their abilities.
Damage Dealers: Glass cannon enemies that deal high damage but are vulnerable to crowd control or quick eliminations.
Environment Elements:
Hazards: Traps or area-of-effect dangers that force players to move strategically.
Cover: Areas where players or enemies can block line of sight and avoid damage.
Interactive Objects: Elements like exploding barrels or destructible walls that add tactical depth.
Phases:
Phase 1: Swarm of weak enemies to test crowd control abilities.
Phase 2: A mini-boss with high health and unique mechanics.
Phase 3: The final boss with a combination of mechanics from earlier phases.
Player Roles:
Aggressor: Dealing damage and applying pressure.
Defender: Blocking or mitigating damage.
Tactician: Using abilities to control the battlefield or weaken enemies
Whether it’s a simple mechanic or a complex system, "The Rule of 3" creates meaningful choices and keeps players coming back. Design encounters that force players to switch tactics to succeed and focus on creating battles that challenge and excite players, it's why they're playing!