Balancing Team Games

When it comes to comp FPS multiplayer. How would approach balancing? looking at games like destiny and overwatch balance seems impossible with patches to fix things which may cause other problems and so on.

Okay, balancing a game like Destiny is probably impossible. It has random loot drops if I’m not mistaken, the complexity is way too high.

Overwatch seems more workable. I’m admittedly not an expert on the game, so take everything I say with a grain of salt.

Basically, Overwatch has a ton of character types that seem fairly useless, like all the snipers, turrets, and Mei. They’ve never been good, they probably never will be good, given the format of the game. They’ve been consistently bottom tier since the game came out. They’re strong at one thing, but have weak versatility, and are generally not objective oriented. Continue reading

Designing for Multiple Enemies

What’s the best way to make interesting bosses, or enemy encounters where you fight more than one boss, or enemy at the same time?

Well, I’m not gonna say this is the best, but some things to consider are the ways different enemies divide up space. Like in Nier Automata, some enemies have lasers that cut across a part of the battlefield, some shoot huge clusters of bullets that need to be shot through or moved around, some get up close and flail their arms to keep out a constant hitbox, making them actually exploitable to get perfect dodges.

The key thing is making sure the enemies overlap in different ways. The most common example of this ever is a ranged enemy plus a melee enemy, or a rushdown enemy plus a slower enemy with wide hitboxes. Continue reading

Deep Defense

What are some games that encourage a defensive playstyle with a lot of depth?

Tough question. I mean, technically a lot of deep games encourage a defensive playstyle already, like street fighter before V, competitive Pokemon, Starcraft, arguably Smash Bros, etc. Go is probably a safe answer since a lot of it is building shapes that sort of cause your opponent’s shapes to collapse in on themselves rather than playing aggressively. Pretty sure Age of Empires counts since structures have incredibly high health compared to Starcraft, but I don’t really play that game. Tower defense seems like an obvious place to look for something in this ballpark.

The trouble is that defense seems to kind of be the default that people settle into. Defense is low risk low reward play, and most games offer that to some extent. It becomes cheese when you can eliminate risk but still make progression towards victory. Players need to be incited to play aggressively, because their instinct is usually to find safe surefire ways of winning. Continue reading

Games Before Their Time

What are some games that would have been better if not for technical limitations?

Hard to say, most games don’t overscope that much. It’s easier to look at how games evolved as technology got better to allow for them. Like, before a certain technological point, certain genres of game simply weren’t possible. For example, there weren’t any twin stick shooters on the N64 or any system before it. I think it’s almost always possible to make a good game within the technological limitations you’re operating under, but making a specific type of game might not be possible. And I think if the game was made before the right tech existed, then it’s just too bad for that particular game. Continue reading

What’s cool about Backtracking?

What do you think of backtracking in videogames?

I like planning routes across a large map. It’s not a direct gameplay challenge with discrete success or failure, but it’s an amusing side-element. I’ve been playing Nier Automata and had to backtrack so much I got practically sick of it. I wish you had a faster max run speed. I wish you could fast travel from anywhere. I wish the checkpoints were more conveniently placed, especially the amusement park one. Still rather enjoyed planning routes, just wish a lot of it wasn’t dead time running across the huge environment. Wish you could at least run 200-300% faster when no enemies are around.

Backtracking is neat when you give people things to do along the way that feel purposeful and not just time-filler-y, like collecting things or investigating things. So they can naturally string together a lot of tasks across the map rather than just running from one end to the other.

If the game is oriented around backtracking, it’s nice to give main missions that at least partially facilitate this, have you trekking across areas you’ve covered before, so you have an excuse to pick up all the side mission collectibles as you pass through. Ori and the Blind Forest notably does not do this, segmenting every main mission off into its own self-contained linear area, and it lacks fast travel, so picking up all the collectibles all across the map once you finally have the abilities to grab them at the end of the game is kind of a pain. Definitive edition added fast travel, fixing this. Ori had all of its mission critical areas kind of tied up in themselves, and you didn’t spend a lot of time going back and forth across the areas inbetween, where all the collectibles were hidden. Not the best metroidvania style design.

Dark Souls did a clever thing having fast travel only available in the latter half of the game, when all the goals were spread across the map and the world became unreasonably large to traverse on foot.

Symphony of the Night has a great nonlinear structure, even if I have misgivings about its level design. Castlevania games post-sotn usually do very well with this. It feels like mini-expeditions from savepoint to savepoint. You have challenges along the way, and it’s kind of tricky to figure out how you’ll fit together trips between points of interest.

Nier Automata drove me kind of nuts with the backtracking though for side quests. You needed to run across the world a LOT, without a lot to do on the way, and you didn’t move particularly fast relative to the scale of the world. Having you speed up more as you run further seems like a good solution to this type of thing. It means you can’t move super fast in battles, but also reduces travel time across long distances by a lot.

What I’d like to see out of DMC5

If we ever get a Devil May Cry 5, what improvements to the series would you like to see?

More than anything I’d like to see better enemies. The current stock of enemies doesn’t seem to really play around Dante or Nero’s abilities. They seem to be alright combo fodder in terms of hit-reactions, but they don’t have a moveset that really plays with or responds to the movesets of the main characters. A more diverse set of physical combo properties for enemies would be cool too, like different combo weights, similar to how God Hand does things. A bunch of enemies seem designed in ways that seem counter-fun, like the fausts and mephistos that have the no hitstun cloak that you need to get rid of, then just pound on them when they have no ability to fight back. Or the Blitzes that make it so you can’t fight them with the majority of your moveset and are only remotely fun to fight as Dante who can parry them and who actually has an array of projectile moves. Or the Chimeras that fuck everything up at regular intervals and you basically just stop attacking them during that time. Or the Cutlass that you can’t very easily attack with melee and which disappear underground. Or all the different enemies across the series who can go through walls, leaving you unable to attack them. Or the enemies with shields that need to be broken through. These things don’t create a dynamic. They never ask the player to make tricky evaluations, they’re all about procedure, which is boring. They don’t allow the player to get varying levels of advantage or disadvantage in the fight. Some cues from Nioh enemies might be cool, but it’s hard to tell how much would really carry over. Obviously Bayonetta is the go-to example as most similar to DMC. Maybe MGR and Ninja Gaiden too, just no incendiary shurikens.
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What’s So Great About Zelda 1

What’s so great about LoZ? There aren’t any advanced mechanics are there? inb4 muh micropositioning

M-Muh micropositioning!

I’m not gonna claim it’s the most deep game of all time, but it really emphasizes player movement around enemies in a way few other games do. The 2d top down action game roster is actually fairly limited (apart from twin stick shooters) and the original legend of zelda is one of the few successful games in that lineup.

There are a few advanced mechanics, but they’re not really why the game is deep. (spin attack, some weird reverse bomb thing that works on darknuts, and forcing bomb drops on the 10th enemy)
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DESYNC Changelist

I was a tester/consultant for DESYNC after the creator Sean Gabriel, added me on steam out of the blue because he was a friend of a friend and curious what I’d think about his game. I went into the game not receiving any information on how to play it, attempting to figure it out purely for myself so I could give better feedback about how to inform players about how to play the game. I suggested a lot of changes over the course of development and a fair number made their way into the final product. I did not get to play a lot of later areas until extremely late into the project, meaning I never fought the second and third bosses until release, and never used a few late game weapons like the rail cannon, stake gun, and wavescythe until release. I’m very proud of my contribution to the product, although I did not serve as one of the primary developers and they are worthy of a lot of praise for their combined efforts. Continue reading

Comeback Mechanics & Slippery Slopes

Okay, comeback mechanics are contentious in a lot of games because they have weird effects on the game.

Comeback mechanics are basically when, as you get closer to losing, you’re given more power to hurt the other player. Some examples of this are Ultras in SF4 (gain ultra meter as you lose health), V-Gauge in SFV (same), X-Factor in Marvel Versus Capcom 3 (more powerful and longer X-factor as you lose more characters), Rage in Smash 4 (deal higher damage and knockback as your percent is higher), and item drops in Mario Kart (get better items the further behind you are). A more subtle version of this used on game shows is to have points increase in value as the game goes on, so the end of the game ultimately decides who wins more than the early game, they just put you through the low value early rounds to pace out the show.

The idea behind comeback factors is to avoid lame duck situations, situations where the game is already over, but the players are still playing, prolonging the inevitable. Continue reading

My Skyrim Experience

Have you played Skyrim or any of its mods?

Okay, here’s my skyrim experience:

First I started the tutorial. After following a straight path I eventually got a weapon. From there I realized that I could beat up the guide character and he would never die or aggro. I got my two handed skill up to like 26 or something before the tutorial was over.

Then I tried to keep attacking the tutorial guide after leaving the tutorial, and he aggro’d. I had saved after aggroing him so I had to kill him, so I did that. Continue reading