Again, the problem here is defining who those "experts" are. (1)
The inherent nature of balance changes is not as simple as a see-saw because we have so many different kinds of people playing. (2)
Everyone has their list of 20 items they want to see changed and nobody can ever agree on a definite list of changes. (3)
Yeah, I do have a short fuse with the competitive group since I think they think they're entitled to their changes, but let's be realistic and realize you can't please all the people all the time. (4)
Even with a group of "experts" there will still be people who have problems with the balance changes. (5)
Inside of that particular "expert" group, some people will articulate their changes differently thus giving some changes an advance head start and others a negative predisposition. (6)
Nerf returning armada? Some people agree, some don't. (7)
Nerf LRF's? Some people agree, some don't. (8)
The bottom line is that it's impossible to settle on one solution and achieve perfect balance. (9)
In my eyes, Starcraft is still unbalanced despite all the adjustments and popularity it got.
People claim it's balanced and I don't agree. (10)
In order to really get the feeling of a game down, the developers have to sit in games and just see how things go and see how people are playing their game (11)
or see how the AI performs. (12)
People don't always play the game the way developers intended. (13)
These should be a mixture of both competitive and casual games to gauge a wide audience of players. (14)
Simply looking at stats and figures is not very effective. Even with changes made in this manner, balance still cannot be achieved because one change affects any number of other items. (15)
Someone will always be vocal about issues with a product and that's a fact of everything from cars to games to politics. There's always going to be someone upset. (16)
(1) The experts are those who consistently win against everyone apart from themselves. HuntingX hit the nail on the head here.
(2) You're right that it's not that simple (because the game would be boring if it were), but your reason is incorrect. Game balance has nothing to do with the people playing the game (given that the people have the physical and mental ability to understand how to play the game etc. etc.). It has to do with the rules of the game and exploiting those rules in the most efficient manner (efficiency defined by the chance that you will complete a goal of the game [e.g. winning]). Those who see and understand the rules will, not unlike a lawyer in a trial, find the best way to use those rules to their advantage.
(3) You're right here, and it's a good thing that game balance isn't a democratic process.
(4) You're right that you can't please everyone. But if we're talking about game balance, there's no need - the game is balanced or it isn't. It is up to the developers to balance the game in a way that won't disrupt their vision of the game.
(5) This overlooks the fact that most experts agree on most balance changes in most situations. In other words, the stuff they disagree on is generally a small subset of the problems being addressed.
(6) The articulation, or putting the problem into words, doesn't matter. You pay attention to what experts do, not what they say. If some guy rails on about the uselessness of unit B but uses it all the time in order to win (in other words, it's an integral part of his win rate), then it's clear that what he was saying was bullshit. On the other hand, if he destroys people that use unit B with an alarming success rate, then there is probably an issue that needs to be addressed.
(7) It doesn't matter if people agree. It only matters if the people at the top can demonstrate if it's overpowered.
(8) This really speaks for itself.
(9) The perfect is the enemy of the good. This is not an argument against balancing, however, since the bad is also the enemy of the good.
(10) Now you've got my attention (former competitive SC player). Talking about perfect balance is pointless in a game more complex than RPS. Starcraft is closer to being perfectly balanced (depending on the map, of course) than any other game in history even a fraction as complex (with the exception of Go, perhaps).
Consider a game that's just been created. In this game, there exists two players, each of whom try to win at the expense of the other - in other words, one winner, one loser. The rules in this game are very simple so it's easy to comprehend the totality of what the game might become.
The top players soon find out that there are only two strategies, A and B, and that strategy A is much stronger than strategy B. We can't do this in the real world with more complex games, but let's say that we've measured strategy A to be successful 90% of the time and B 10% of the time (given that the players are top players and understand the rules to the fullest etc. etc.).
Hopefully you can agree with me that strategy A is overpowered. The game designer is very upset so he adds some complexity to the game (still very simple, though). Now there is a new strategy, C, that top players have identified. After many tournaments and constant playtesting and training etc. etc., it is discovered that the new numbers are as follows:
Strategy A - 100
---vs B - 60%
---vs C - 40%
Strategy B - 100
---vs A - 40%
---vs C - 60%
Strategy C - 100
---vs A - 60%
---vs B - 40%
(note a strategy is 50% vs itself)
Now from a little examination, we can see that the new strategies in the game basically amount to Rock/Paper/Scissors. There is a system of counters where one strategy counters another and is countered by yet another. It's starting to get more complex, but we can do the numbers and see that, overall, each strategy has a relative strength of 1/3.
The game is now perfectly balanced. However, the designer finds it boring and so adds more complexity to the game. New strategy D is discovered etc. etc.
Strategy A - 170
---vs B - 60%
---vs C - 30%
---vs D - 80%
Strategy B - 140
---vs A - 40%
---vs C - 60%
---vs D - 40%
Strategy C - 140
---vs A - 70%
---vs B - 40%
---vs D - 30%
Strategy D - 150
---vs A - 20%
---vs B - 60%
---vs C - 70%
As you can see, their relative scores are not the same - they are unbalanced! But wait - the game designer added so much complexity to the game that players can now change strategies mid-game. So while playing A might be your best bet, if you are an A and meet a C, you are in trouble and better switch to the overall weaker strategy D.
Now this example isn't 'perfectly' balanced, but this is what happens in real-time games. Not every strategy is equal to every other strategy. There are overall-powerful strategies, but they (in a balanced game) are countered by overall-weaker strategies. That's the only way it can work and still be interesting.
Now you say that Starcraft is not balanced. What exactly do you mean by this? There are a lot of strategies in the game that are useless (for example, building all workers will generally lose you the game), but there are a very high number of strategies that are completely valid and used a LOT even in the highest levels of play. Sure you have 'standard' or 'orthodox' builds like the classic Terran sit-on-your-ass-in-your-base-and-don't-die-while-building-up-a-huge-army-then-attack kinda stuff, but there's also interesting things like TvT dropships - dropships aren't generally used in any other matchup. That means they're like strategy C up there sucking bigtime until the moment comes where they're needed.
Having played SC for years, I can testify that the diversity of strategies is huge. So you'll just have to take my word for it or disagree with me on that point. The large array of strategies that you can not only start out with but also end up doing (based on intel) is really mind-boggling and it's not something a single person can really wrap their head around all at once. The games come down to player skill. It comes down to execution because the difference between the strength of opposing strategies and sub-strategies is small - this means that the game is balanced.
(11) You got it right here.
(12) This has nothing to do with game balance.
(13) That's true, as in the example above. The developer likely intended in v1.0 that people would play both A and B. But top-level players will always understand a game better than the game developers (if they're not top-level players themselves). This is because they make it their business to win. They do this by learning every detail, every nuance of the game and then exploiting that knowledge to find all the strategies and to sort the strong ones from the weak.
(14) Developers should definitely listen to everyone about problems, but when it comes to game balance, casual players just don't have the knowledge and haven't spent the effort in getting to know the game enough to comment on game balance with any authority.
(15) This is why it's up to top players to discover the 'real' game underneath the interface and find all the bugs and weird nuances that make up the 'real' game rules.
(16) That's an unfortunate fact of life. Fortunately game balance doesn't care about unhappiness, so this isn't a big deal when talking purely about game balance. Hopefully in practical situations, developers find ways to balance the game without effectively gimping units for normal players (however, in Sins this isn't an issue since you can't do fun stuff like exploit unit movement to fire faster etc.).