I wrote this material on content redundancy while writing the first Game Balance article - but found that it was getting too long and complex - so I am posting this section on Content Redundancy here. I also figure that if I can keep some of these articles shorter, they will be easier to reference.
Content Redunancy:
Content Redundancy is where previously introduced content is rendered useless by other content. There are two main types - Internal content redundancy and External content redundancy.
Internal Content Redundancy may be if your character finds Weapon B, which is better in every single way to his current Weapon A. This is a more so a problem in Shooting games and Action games - where players are more expected to choose between the two weapons comparing the trade-offs. However, Internal Content Redundancy is often totally disregarded in Role Playing Games, as the acquisiton of stronger weapons is consdered a part of the character's progression through the game, and you are expected to get stronger weapons as the game goes on.
Internal Content Redundancy is often considered less harmful than External, however, there can still be significant issues in class-based games, where a class may encroach on another's role such that it is better at that role, or, it may be reasonably good at that role and still great at its own role, such that it's considered a better choice as it can perform both roles well.
To solve this second issue (classes fulfilling too many roles), a significant investment is often added so that the class must choose between roles (such as with Skill Trees in Role Playing Games).
External Content Redundancy is where an external entity renders content useless - such as an enemy being a hard counter to your character - making you unable to continue using him (so you have to switch characters, build your character a particular way, etc.). This is a big problem in most games - you never want to have a player feel as if their character is useless in a given scenario (especially if they have to invest a lot of time into this character) - and you want the player to be able to play as he wishes to play.
External Content Redundancy is often a big problem in multiplayer games - in which players being countered by other players are nullified in play, or are at least weakened enough to cause them to switch characters, and not turn back to the other that they wanted to play.
There are two types of External Content Redundancy, Exclusive Content Redundancy and Complete Content Redundancy.
Exclusive Content Redundancy is a term given to a situation in which a character is countered by another, or several characters - such that it is considered to be a bad choice depending on the popularity of these other characters. The countered character is often played less than others without these counters, as players adapt and decide to favour a different character. Exclusive content redundancy can be troublesome in games with few characters/classes, while it is often overlooked in games with extensive rosters. Typically, Exclusive Content Redundancy affects a smaller percentage of the roster - however, an excessive amount leads to the second type of External Content Redudancy - Complete Content Redundancy.
Complete Content Redundancy is about as bad as it sounds. You do not want this in your game at any cost. It's pretty much when there is a lot of imbalance in the game, so, one character/class comes out the victor.
This character is then universally played by the vast majority of players, as he is the one with the fewest counters, and the largest strengths. You find that in most games, the matchups are simply Character X vs. Character X - or 'mirror-matchups'.
Your game then becomes really stale, really quick. It's very dangerous.
A notable case in this issue is Super Smash Bros. Brawl - which, despite its advertised particular focus on balance, has a notable Complete Content Redundancy with the character Metaknight, who, as far as I know, is on the verge of being banned (if not already) as recent tournaments have been over 50% Metaknight players.
Conclusion
Content redundancy is bad in most cases - and so Game Developers try to avoid it in most scenarios. As said, there are exceptions.
Most internal content redundancy is solved by mere balancing - if a weapon is too much better, nerf it, or buff the other. If a class encroaches on another's role, you can nerf it, or buff the other. If you wish, you can solve it through making the encroacher choose between being as effective at the other's role while sacrificing their own, or being effective at their own while sacrificing the others.
Exclusive redundancy can be really tricky, as if you nerf a character so he does not counter another so well, he may be countered by others. You need to get a really good look at the entire roster's relationship with each character, and decide where to go from there. Buffs and nerfs can be managed - though it is often rather difficult.
Complete Content Redundancy is either really easy to fix, or really hard. If the single character is the cause - he can be nerfed in whatever way is deemed most necessary. If the other characters all have large flaws however, you may be in a position where you need to consider a large scale balance revamp.
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