There are four basic ways to deal with combinatorial hell as a game designer:
- Redesign to avoid it.
- Nerf everything so that it doesn't matter because even if someone stacks all the bonuses they are still within reach of someone who doesn't.
- Have all the money so that you can hire enough testing staff.
- Abdicate your duties, release a badly tuned game that an intelligent player can break over their knee seven different ways before breakfast, and use Rule Zero and forum bans to shut down all criticism on the official forums.
You guys do realize that game balance isn't a binary on/off feature that you should always maximize and anything less is awful, right?
Balance is a quality. It's
good to have balance; just like it's good to have a thousand other things, from clarity of presentation to interesting mechanics to tactical depth to whatever else.
But it's a quality that goes into, ironically, a
balance. It is something that can be had in a certain quantity, and which can be traded off for other features when doing so is beneficial to the game as a whole.
If you don't have time and money to design your game to have all of combat balance, tactical depths and plentiful character options, then as a game designer you must strike the right balance to please your intended audience and have the game be what you want it to be. That means that if you want more tactical depth and character options, you will trade some balance to do it because of "combinatorial hell."
And that isn't objectively bad. It's a design choice which shifts your game away from certain audiences and towards others. Like, say, away from Jon Chung and towards me. I would like Ex3 less if it had better balance but no Martial Arts.
Now of course someone is going to jump on me and say "but they did have the money and time, 3 years six hundred thousand bucks blah blah blah" but I don't care, that's not relevant to this discussion, which has people arguing that combinatorial hell is the worst thing ever
in the abstract and that you shouldn't design for it in the first place.
Which, no. Balance is a currency, like every other aspect of your game's design.