ASSAULTING PLAYERS WITH THE NERF BAT
Posts
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Breaking news: making nerfs to specific strategies in established games causes players to get pissy. They made decisions about how to build their party, they invested hours/days/weeks of their time based on the fact that the strategy they were using was best, they spent a ton of gold and AP and ore and lumber, and now those decisions are suddenly invalid and their party sucks. But not because they planned wrong - they planned perfectly for the game they were playing. But then the game was changed out from under them.
Mostly this happens in online games, which is where I've experienced it as a developer, and where it's typically the most serious because the amount of time invested by players is the highest. But I'm sure it can also happen in episodic-release games where player progress is carried over between episodes. Or, it can happen if you release a new version of your game, and your game keeps itself updated to the latest version automatically, as all Steam games do.
(Even if you never release any new versions, you can still kinda get this problem if you just reduce the power of an ability/character at a certain point in the game, or even just change how it works, or if you suddenly start making all enemies resistant to it. However these situations are all just objectively bad design, and I'm not sure there's much discussion potential beyond "Don't do that." To which people will just respond "I'm not!" even though some of them totally are, they just don't realize it.)
But despite the bitching, sometimes shit just needs to be nerfed. Sometimes you don't run the numbers enough before releasing a game, or don't consider certain combinations, and one option is so good that the rest of the game becomes pointless and unsatisfying. Other times you don't mind that there's a single most optimal way to play the game, you just mind that it's also the least fun way, so you have to fix it. Sometimes you have a multiplayer game, or a game with leaderboards, so balance is just ultra vital. Sometimes you can add power creep to every other option instead of nerfing the OP option, but that always causes its own set of problems.
All of that was just setting up the premise for my big question. My big question is how to keep players from going ballistic over these nerfs.
Mostly this happens in online games, which is where I've experienced it as a developer, and where it's typically the most serious because the amount of time invested by players is the highest. But I'm sure it can also happen in episodic-release games where player progress is carried over between episodes. Or, it can happen if you release a new version of your game, and your game keeps itself updated to the latest version automatically, as all Steam games do.
(Even if you never release any new versions, you can still kinda get this problem if you just reduce the power of an ability/character at a certain point in the game, or even just change how it works, or if you suddenly start making all enemies resistant to it. However these situations are all just objectively bad design, and I'm not sure there's much discussion potential beyond "Don't do that." To which people will just respond "I'm not!" even though some of them totally are, they just don't realize it.)
But despite the bitching, sometimes shit just needs to be nerfed. Sometimes you don't run the numbers enough before releasing a game, or don't consider certain combinations, and one option is so good that the rest of the game becomes pointless and unsatisfying. Other times you don't mind that there's a single most optimal way to play the game, you just mind that it's also the least fun way, so you have to fix it. Sometimes you have a multiplayer game, or a game with leaderboards, so balance is just ultra vital. Sometimes you can add power creep to every other option instead of nerfing the OP option, but that always causes its own set of problems.
All of that was just setting up the premise for my big question. My big question is how to keep players from going ballistic over these nerfs.
Interesting question. I seem to recall watching a video at some point that discussed this problem (I think it was an Extra Credit episode about World of Warcraft, maybe?). As far as I remember, the creators of that game were confronted with the need to reduce the overall experience gain from fighting enemies in the game to discourage grinding for multiple hours straight, but were afraid that doing so would cause players to get angry. So they came up with a solution that covered up the nerf by disguising the new system as a bonus: All experience gain was reduced, but during the first hour of play time each day, the players received a "daily EXP boost" - which was nothing else than what the regular EXP gain had been at first. After the first hour was over, EXP gain was set back to the new reduced rate until the next day. The result was apparently not only that the players loved the new mechanic, but ultimately the average user even spent more time playing the game in order not to miss out on their daily boost - even though that "boost" was literally nothing more than what they had been receiving regularly before the nerf.
This is of course a very questionable approach, but it seems like the allure of a special bonus can make players happy over what would otherwise be considered a punishment.
My own way of choice would rather be to be honest with your players and give them the option to adjust their strategies and setups without additional expenses or even requiring them to start over. After a rebalancing patch has been released, allow players to react to that by setting a time period during which they can - for example - return or swap out skills or gear, exchange level bonuses etc. for free or at their original price. That way, they won't feel cheated for losing all progress, but still can't become more powerful/rich/high-levelled than they previously were. They just get a chance to redo their previous work they way they would have done it if the nerfs had already been in effect. Maybe that's not as elegant or psychologically clever as what I described above, but at least it's also not as manipulative.
This is of course a very questionable approach, but it seems like the allure of a special bonus can make players happy over what would otherwise be considered a punishment.
My own way of choice would rather be to be honest with your players and give them the option to adjust their strategies and setups without additional expenses or even requiring them to start over. After a rebalancing patch has been released, allow players to react to that by setting a time period during which they can - for example - return or swap out skills or gear, exchange level bonuses etc. for free or at their original price. That way, they won't feel cheated for losing all progress, but still can't become more powerful/rich/high-levelled than they previously were. They just get a chance to redo their previous work they way they would have done it if the nerfs had already been in effect. Maybe that's not as elegant or psychologically clever as what I described above, but at least it's also not as manipulative.
Is this the place to complain about fucking nerfs and drastic gameplay changes? Because fuck the changes in SWTOR in the past half-year or so. They upped the level cap to 60 and then COMPLETELY REMOVED the skill trees in favour of a dull linear progression skill path based on whether you want to tank, DPS, or heal. Like, fuck, way to completely take the fun out of building your character in an RPG. (Diablo 3 did the same thing, and as everyone knows it was complete shit).
I haven't played or spent money on SWTOR since they made the switch, which is too bad because the latest expansion's story seems very interesting. But the gameplay changes are really dull now - being a vanilla tank/dps/heal is lame when you mostly play the game solo (fuck other people - SWTOR should never have been an MMO imo) vs. being able to do a hybrid that skill trees allowed you to do. Yes, building a hybrid character is technically weaker but it doesn't matter if you never join groups or do PVP.
Speaking of PVP, it is the BANE of online games. So many interesting skills and playstyles are NERFED for the sake in balance in PVP. Fuck that shit. Fuck PVP. It is such a game-killing feature. Inevitably, parity between the two factions is achieved by having classes that mirror each other - which is a dull design decision in its own right ("Our game has 8 classes to choose from!!" actually its just 4 duplicated, with one side having more menacing class names).
Fuck PVP.
E:
whenever a significant change in skills or balance was patched in, all players were refunded their skill points for free. You also always had the option to respec (for a price).
I haven't played or spent money on SWTOR since they made the switch, which is too bad because the latest expansion's story seems very interesting. But the gameplay changes are really dull now - being a vanilla tank/dps/heal is lame when you mostly play the game solo (fuck other people - SWTOR should never have been an MMO imo) vs. being able to do a hybrid that skill trees allowed you to do. Yes, building a hybrid character is technically weaker but it doesn't matter if you never join groups or do PVP.
Speaking of PVP, it is the BANE of online games. So many interesting skills and playstyles are NERFED for the sake in balance in PVP. Fuck that shit. Fuck PVP. It is such a game-killing feature. Inevitably, parity between the two factions is achieved by having classes that mirror each other - which is a dull design decision in its own right ("Our game has 8 classes to choose from!!" actually its just 4 duplicated, with one side having more menacing class names).
Fuck PVP.
E:
whenever a significant change in skills or balance was patched in, all players were refunded their skill points for free. You also always had the option to respec (for a price).
You can test your game into oblivion and someone will still find something incredibly broken or overpowered in ways you never thought imaginable.
I think a lot of the outrage that comes from nerfing stems from the subconscious thought of discovery. That the players found found some sort of superpower. Patching that sense of accomplishment out is what we call re balancing but is also what the players think of as having something taken away from them; oftentimes, that "something" may have had hours of gameplay and research poured into it. The more time and effort players put into an exploit, the greater the outrage tends to be.
I don't think there's a way to completely prevent people flipping out, but if you can identify it quickly and patch it out before it can damage the playerbase and community, that may minimize the impact.
I think a lot of the outrage that comes from nerfing stems from the subconscious thought of discovery. That the players found found some sort of superpower. Patching that sense of accomplishment out is what we call re balancing but is also what the players think of as having something taken away from them; oftentimes, that "something" may have had hours of gameplay and research poured into it. The more time and effort players put into an exploit, the greater the outrage tends to be.
I don't think there's a way to completely prevent people flipping out, but if you can identify it quickly and patch it out before it can damage the playerbase and community, that may minimize the impact.
I would be more interested in "how to make a balanced MMO game where every player doesn't use the same skill-tree paths and the same equips" :P
But seriously, that truly annoys me! MMOs should be these games where eveyone should have the freedom to make whatever character they want and play the game how they want, but in reality you HAVE to make the same character everyone has or you won't be able to get into a mandatory party or guild.
*end rant*
Anyways, if you make nerfs that suddenly invalidate builds, you should have a way for the player to re-select skill-tree paths and/or re-build it's character in a new effective way.
After a nerf patch I'd expect these options to be available for free to players to use them if they wish. The player shouldn't be penalised for your mistake.
As NeverSilent mentioned, you could also disguise the new "rebuild character" option as a bonus that gave the newly rebuilt character some sort of % increase on some stats based on the build or something other bonus-y.
But I personally despise that kind of tactic, since I make games for people to enjoy, not for people to THINK they enjoy them using cheap psychological tricks...
But seriously, that truly annoys me! MMOs should be these games where eveyone should have the freedom to make whatever character they want and play the game how they want, but in reality you HAVE to make the same character everyone has or you won't be able to get into a mandatory party or guild.
*end rant*
author=LockeZ
All of that was just setting up the premise for my big question. My big question is how to keep players from going ballistic over these nerfs.
Anyways, if you make nerfs that suddenly invalidate builds, you should have a way for the player to re-select skill-tree paths and/or re-build it's character in a new effective way.
After a nerf patch I'd expect these options to be available for free to players to use them if they wish. The player shouldn't be penalised for your mistake.
As NeverSilent mentioned, you could also disguise the new "rebuild character" option as a bonus that gave the newly rebuilt character some sort of % increase on some stats based on the build or something other bonus-y.
But I personally despise that kind of tactic, since I make games for people to enjoy, not for people to THINK they enjoy them using cheap psychological tricks...
I don't think there is any set way to keep players from complaining about changes to games. As Metool stated, once a player makes the effort to play in a certain style, it can be difficult for them to accept having that style become completely obsolete.
My best thought on the matter is to try to strike a balance. I mean, the point of these changes in MMOs is usually to address problems with how players are making decisions. If a character is overpowered in a MOBA game, for instance, while one group of players have fun with having nothing stand in your way, another group feels isolated as playing the other countless characters in a roster is worthless. Over time, this one-note playstyle can become stale and uninteresting to even veterans of the game, and the result is that nobody is satisfied in the end. As a result, these gameplay changes have to happen in order to keep the game both welcoming to all types of players and fresh, at the expense of traditional playstyles.
People are kind of averse to change in general.
My best thought on the matter is to try to strike a balance. I mean, the point of these changes in MMOs is usually to address problems with how players are making decisions. If a character is overpowered in a MOBA game, for instance, while one group of players have fun with having nothing stand in your way, another group feels isolated as playing the other countless characters in a roster is worthless. Over time, this one-note playstyle can become stale and uninteresting to even veterans of the game, and the result is that nobody is satisfied in the end. As a result, these gameplay changes have to happen in order to keep the game both welcoming to all types of players and fresh, at the expense of traditional playstyles.
People are kind of averse to change in general.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=LockeZ
how to keep players from going ballistic over these nerfs.
Make the kind of game that does not attract players who invest huge chunks of their life into it. Players get ballistic because they've got their life and often identity wrapped up in playing a game, so any change is an attack on that investment.
Of course, there's always going to be some pissing and moaning about any change, but the real problem just comes from having the grognards around. I don't think it's entirely under the devs' control how players react, aside from the basic customer service control of "be open about communication" and "generally don't antagonize anyone."
I think having nerfs come as a kind of exchange- this is removed, but there's this cool thing instead- is your best option, since then you can at least offer the excitement of a new gameplay wrinkle.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
author=iddalaiThose are... the same thing though. Enjoyment is nothing but what you think. It's entirely psyschological.
I make games for people to enjoy, not for people to THINK they enjoy them using cheap psychological tricks...
author=iddalai
Anyways, if you make nerfs that suddenly invalidate builds, you should have a way for the player to re-select skill-tree paths and/or re-build it's character in a new effective way.
After a nerf patch I'd expect these options to be available for free to players to use them if they wish. The player shouldn't be penalised for your mistake.
This is obviously really good to do but unfortunately there's a limit to the extent that it's possible.
For example, in UOSSMUD, the Sorcerer class was the best class in the game if you played it wrong. It was an elemental magic class that was supposed to be designed around exploiting the enemy's elemental weaknesses, but players figured out that the optimal way to play it was to focus entirely on the lightning element. So sorcerers dumped 100% of their AP into the area-attack lightning spell, and used that every single round against every single enemy.
Using just one spell over and over isn't fun, so I had to redesign the Sorcerer class. The new design made it a really bad strategy to focus on just one element.
And, sure, I refunded everyone's Sorcerer AP and let them reallocate it however they wanted. But I couldn't refund every single aspect of their character. They had hunted down specific equipment from all over the game that gave miniscule but stacking boosts to lightning damage, and spent the time to obtain all of that stuff, and built their equipment set around that gear, at the cost of not bothering to get other gear that was worse for them at the time. They forged and upgraded equipment with similar bonuses. They chose which secondary classes to level up based on the lightning-sorcerer strategy. They never gained any AP in the other mage classes because sorcerer was so much better.
In the end, I actually didn't get as many complaints about this one I expected. I think because Lightning Sorcerer was so overpowered that players expected it to be nerfed. Possibly also because I was really publically vocal on general chat for a really long time about the fact that I hated Sorcerer's old design and felt I needed to nerf it, so they got used to the idea? Though I am very hesitant to talk about things that need to be nerfed like that in most cases, because I get enough people bitching about the changes I do make without having them also start bitching about potential changes I haven't even actually done.
I followed a game called Grim Dawn during development. While the nerfes were plenty and there was always people complaining, most nerfs were well received by the majority.
It helps if nerfs don't trash a build. When a build was nerfed in Grim Dawn, it usually meant that said build was brought into the level of other builds, not that the build became underpowered. Sometimes minor adjustments (like more energy regeneration to support a now more costly skill) were needed, but the general build concept still worked.
If you have to nerf a build into uselessness, the players tend to be more understanding if the build contained an obvious exploit like glitches. If a build is dependent on a glitch, then obviously the build will cease to work if the glitch is fixed. Ditto for skill that is supposed to have a disadvantage, but the disadvantage is bypasses, most players will realize that something is broken and probably will get fixed.
Usually when a nerf get a lot of backlash, it's because the nerf wasn't very well thought trough. Overnerfing or implementing a nerf that ends up breaking a lot of non overpowered builds as a sort of collateral damage will not go well. It's not rare that the developers aren't very skilled at balancing and has a hard time avoiding a backlash simple because they have a hard time not breaking more than they fix.
It helps if nerfs don't trash a build. When a build was nerfed in Grim Dawn, it usually meant that said build was brought into the level of other builds, not that the build became underpowered. Sometimes minor adjustments (like more energy regeneration to support a now more costly skill) were needed, but the general build concept still worked.
If you have to nerf a build into uselessness, the players tend to be more understanding if the build contained an obvious exploit like glitches. If a build is dependent on a glitch, then obviously the build will cease to work if the glitch is fixed. Ditto for skill that is supposed to have a disadvantage, but the disadvantage is bypasses, most players will realize that something is broken and probably will get fixed.
Usually when a nerf get a lot of backlash, it's because the nerf wasn't very well thought trough. Overnerfing or implementing a nerf that ends up breaking a lot of non overpowered builds as a sort of collateral damage will not go well. It's not rare that the developers aren't very skilled at balancing and has a hard time avoiding a backlash simple because they have a hard time not breaking more than they fix.
author=LockeZauthor=iddalaiThose are... the same thing though. Enjoyment is nothing but what you think. It's entirely psyschological.
I make games for people to enjoy, not for people to THINK they enjoy them using cheap psychological tricks...
I disagree.
While they are both psyschological, there's a big difference in making a game with balanced gameplay mechanics to enjoy playing AND a game purposefully using cheap (but effective) psyschological tricks to get you addicted.
Jump scares in Resident Evil are cheap, while the lingering sense of fear in Silent Hill is more refined.
The above isn't the best example, I met someone who played World of Warcraft for 7 years straight. And he only really enjoyed the first 3 years, then changes were made to the game and he kept playing because of addiction, not because he genuinely wanted or enjoyed it, but because he was compelled by psyschological tricks and because his online friends played it.
Having to log on daily to reap benefits, events, etc. All made so enough people would keep grinding everyday, increasing chances of groups of online friends to keep playing together because of fellowship rather than gameplay (not that the game doesn't have its merits, I'm only making a point!).
He felt cheated for being tricked into doing the same thing over and over again for 7 years and wanted that time back because it didn't feel like it had been worth it.
Growing a party in an RPG, levelling, getting better equipment, learning new skills/spells is enjoyable because of how our brains work, so yes, it's psyschological, but I would never compare the joy I find in old school Final Fantasy games to mobible "slots" games and their tricks with fake timed wins to make the player keep going, or other games that "play" the players for all the wrong reasons, pavlovian tricks that turn gameplay mechanics into OCD check lists that make us feel good when playing but leave us feelling unfulfilled afterwards.
Can that really be called enjoyment?
Maybe I'm not getting my point across, but I feel there's a big difference between using psychology to make an enjoyable game AND using it to addict someone and get their money.
author=LockeZ
Using just one spell over and over isn't fun, so I had to redesign the Sorcerer class. The new design made it a really bad strategy to focus on just one element.
It is the devs fault for making such an exploit possible, even if it's sometimes impossible to predict... but that's how gam mak works, you test and test but you can never predict everything.
But how much of this is also the players fault?
Once you nerf the Sorcerer, as a player, how much could I blame you for making my build unusable? After all I had every chance to make a balanced/diverse build, but I insisted in making a broken one trick pony build, nothing forced me to to it.
Unless you design the game around these exploits.
If it wasn't for this min/max mentality, this issue wouldn't exist.
And yes, you can never refund time spent hunting for items, but depending on how the game generates items, you could give these players the choice to trade those items for similar items of the same level to compensate.
author=LockeZ
Possibly also because I was really publically vocal on general chat for a really long time about the fact that I hated Sorcerer's old design and felt I needed to nerf it, so they got used to the idea?
That seems like a good way to nerf, ease the player base into knowing there's gonna be a nerf, have them get accustomed to the idea before doing it, giving them the time to adjust their builds for the nerf.
Gameplay-wise I don't see much more right now, maybe at a later date I'll think of something.
author=NeverSilent
Interesting question. I seem to recall watching a video at some point that discussed this problem (I think it was an Extra Credit episode about World of Warcraft, maybe?).
I got you covered. It was a very good video imo.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=iddalai
But how much of this is also the players fault?
Once you nerf the Sorcerer, as a player, how much could I blame you for making my build unusable? After all I had every chance to make a balanced/diverse build, but I insisted in making a broken one trick pony build, nothing forced me to to it.
Unless you design the game around these exploits.
If it wasn't for this min/max mentality, this issue wouldn't exist.
Some people enjoy figuring out optimal builds. It's kind of crappy to basically say, "These people are having fun the wrong way and shouldn't do it."
Also comparing the scare factor of Silent Hill vs. Resident Evil is dumb because they're trying to set entirely different moods. Also also SH has beaucoup jump scares.
author=Sooz
Some people enjoy figuring out optimal builds. It's kind of crappy to basically say, "These people are having fun the wrong way and shouldn't do it."
Except they're not having fun, I'm not saying this for saying, I've talked with people who do this and they tell me they're not having fun, but they keep playing :/
Everyone is using the same builds making the game stale, killing it and any fun they may have.
It is fun figuring out an optimal builds, though, I agree with that.
But like LockeZ said:
author=LockeZ
Using just one spell over and over isn't fun, so I had to redesign the Sorcerer class.
The same can be said about these optimal builds where every player uses the same skills/spells over and over again. It kills the game and any diversity.
author=Sooz
Also comparing the scare factor of Silent Hill vs. Resident Evil is dumb because they're trying to set entirely different moods. Also also SH has beaucoup jump scares.
As I said afterwards:
author=iddalai
The above isn't the best example
Resident Evil is a survival horror action game and Silent Hill is a psychological horror game.
Both have different moods, but it doesn't invalidate that RE gets its "horror" mainly from jump scares and SH gets it from psychological tricks.
Jump scares in SH are like an afterthought when compared with everything else.
The point I'm making is that jump scares are cheap pavlovian tricks used to get a reaction with low effort, I was comparing them to tricking the player for the wrong reasons.
author=Sooz
Some people enjoy figuring out optimal builds. It's kind of crappy to basically say, "These people are having fun the wrong way and shouldn't do it."
It depends on a lot of factors; especially if the game is multiplayer.
Take fighting games for example; the modern fighting games are often tweaked by the developers, before releases, during betas, and even after release in response to player input, community finds, and trends. This used to be done via "Street Fighter Gold Ultra Championship Edition For Real This Time!!!" but thanks to modern gaming this can just be done via updates.
Barring either, though, if a fighting game with say, 12 characters, has 2 or 3 horribly unbalanced characters, this absolutely sinks the game's playability. Everyone, especially at a high level of play ends up picking the same 2 or 3 characters, because using anyone else isn't viable and an extremely uphill climb, especially given the competitors having equal skill.
Like, there's a saying with Street Fighter 3rd Strike that goes; "A match can be decided at the character select screen". If you're playing against someone really good and they select Chun-Li or Yun, you better hope you're fucking fantastic (or also pick Chun-Li or Yun), otherwise you might as well put the controller around and just watch them dominate you.
Some situations let the developer shape the nerf as something positive for the player. Like releasing new content where the enemies are ready to respond and react to the dominate character builds, but are weaker to the lesser used ones. Or if the power level of the skillset to nerf isn't extreme, leave them untouched and release buffed/reworked version of less used skills.
...make it optional. I mean, if players want to sink their time into making a broken build, let them? Especially in a non-MMO/Multiplayer game. Why shouldn't they be allowed to absolutely destroy the game over their knee if they want to?
One of the things I like about Suikoden II is the Matilda Glitch - you can push the gate to Matilda out of the way and get to level 30 in minutes as well as access high-end armour that will carry you through most of the game AND recruit two high-level characters into your party... when you reach about level 15-ish. It's a fun time, and it's not hurting the player to be able to do that so why fix it?
Another example, this time from RM - Dry Fate had (not sure if it still has) an exploitable shop that sold stat upgrades. Once I realised that they were there and what that meant for my party, I sold all my items to increase all my magic and strength potential and just went on a killing spree through the game. And it was fun. Hilariously fun. Big numbers are fun. One-shotting a boss is fun. Killing enemies left and right is fun. Destroying balance completely is fun. So much so, that when the creators were saying they were going to remove them, yeah I complained. I bitched and moaned because even though it does break the game open completely, as a player I still enjoyed the game.
It was completely optional. There's nothing saying you have to push that gate aside to reach Matilda, and there's nothing saying you have to beef up with stat upgrades in Dry Fate - the games are balanced enough that they're not needed at all, but finding that thing and exploiting it, as a player, is incredibly fun.
As for MMOs... I got nothin' to say. I don't really play them. :shrug:
One of the things I like about Suikoden II is the Matilda Glitch - you can push the gate to Matilda out of the way and get to level 30 in minutes as well as access high-end armour that will carry you through most of the game AND recruit two high-level characters into your party... when you reach about level 15-ish. It's a fun time, and it's not hurting the player to be able to do that so why fix it?
Another example, this time from RM - Dry Fate had (not sure if it still has) an exploitable shop that sold stat upgrades. Once I realised that they were there and what that meant for my party, I sold all my items to increase all my magic and strength potential and just went on a killing spree through the game. And it was fun. Hilariously fun. Big numbers are fun. One-shotting a boss is fun. Killing enemies left and right is fun. Destroying balance completely is fun. So much so, that when the creators were saying they were going to remove them, yeah I complained. I bitched and moaned because even though it does break the game open completely, as a player I still enjoyed the game.
It was completely optional. There's nothing saying you have to push that gate aside to reach Matilda, and there's nothing saying you have to beef up with stat upgrades in Dry Fate - the games are balanced enough that they're not needed at all, but finding that thing and exploiting it, as a player, is incredibly fun.
As for MMOs... I got nothin' to say. I don't really play them. :shrug:
author=Liberty
...make it optional. Why shouldn't they be allowed to absolutely destroy the game over their knee if they want to?
This begins to get into an interesting argument on the merit of playing a game on how the creator intended it to be played.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Feldschlacht IVauthor=LibertyThis begins to get into an interesting argument on the merit of playing a game on how the creator intended it to be played.
...make it optional. Why shouldn't they be allowed to absolutely destroy the game over their knee if they want to?
Man, fuck that! Part of the awesomeness of games is that they're interactive to a point where the audience gets actual control over things. Creators who want no audience control should probably look into other media.
On my small scale it always made me happy when players did stuff I didn't intend with the battle system. Of course I would do balancing and fix absolute broken stuff but I liked that freedom for the player to find and abuse.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
There are definitely times when the audience can find a legitimately cool way to play your game that you never thought of. I've run into that a lot, actually! The situations where I have to nerf a strategy to the point where it's no longer usable are situations where, in addition to being too strong, it is just objectively not fun.
Don't feel like people are enjoying something just because they're willingly doing it. Or just because they complain when you suggest removing it. If there's a playstyle in the game that's fastest or safest or most optimal, many people will feel compelled to play that way, no matter how un-fun it is. They want to feel like they're winning as much as possible, because that's how the human brain works. And even just the mention of a way to play that removes any kind of obstacle from their gameplay - like removing all MP from the game and making all skills free - will sound great to many players, and given a choice they'll always ask for it.
But that's not fun. That's just the path of least resistance. Overcoming adversity is fun. The problem is just that once they begin talking about the game instead of merely playing it, they start thinking of the developer, instead of the game, as the adversary. Instead of fighting against Ruby Dragon who attacks them with Wreath of Flames, they are fighting against LockeZ who attacks them with Remove Stacking Buffs. Their brain goes "This is an obstacle! What skills do you have that can overcome it? Oh, you've trained Forum Bitching up to level 4, use that!" Unfortunately, if they win against me, sometimes their sense of accomplishment in the actual game vanishes into thin air.
It's my job as the designer to make it so that the least fun ways to play are also the least optimal. If there's a really stupid-ass un-fun way to potentially play, like spamming a single skill over and over for forty hours and only healing between battles, I need to make it so people don't feel like it's a valid option to play that way. Because if it's presented as a valid option, then a lot of people will try it. Best case scenario, they'll spend half an hour not having fun and then try something else; worst case scenario, they'll decide that the game sucks and quit without experiencing the good parts.
If I'm not any better at directing the player to have fun than they can do in a sandbox by themselves, what the gigafuck am I doing trying to design games?
Don't feel like people are enjoying something just because they're willingly doing it. Or just because they complain when you suggest removing it. If there's a playstyle in the game that's fastest or safest or most optimal, many people will feel compelled to play that way, no matter how un-fun it is. They want to feel like they're winning as much as possible, because that's how the human brain works. And even just the mention of a way to play that removes any kind of obstacle from their gameplay - like removing all MP from the game and making all skills free - will sound great to many players, and given a choice they'll always ask for it.
But that's not fun. That's just the path of least resistance. Overcoming adversity is fun. The problem is just that once they begin talking about the game instead of merely playing it, they start thinking of the developer, instead of the game, as the adversary. Instead of fighting against Ruby Dragon who attacks them with Wreath of Flames, they are fighting against LockeZ who attacks them with Remove Stacking Buffs. Their brain goes "This is an obstacle! What skills do you have that can overcome it? Oh, you've trained Forum Bitching up to level 4, use that!" Unfortunately, if they win against me, sometimes their sense of accomplishment in the actual game vanishes into thin air.
It's my job as the designer to make it so that the least fun ways to play are also the least optimal. If there's a really stupid-ass un-fun way to potentially play, like spamming a single skill over and over for forty hours and only healing between battles, I need to make it so people don't feel like it's a valid option to play that way. Because if it's presented as a valid option, then a lot of people will try it. Best case scenario, they'll spend half an hour not having fun and then try something else; worst case scenario, they'll decide that the game sucks and quit without experiencing the good parts.
If I'm not any better at directing the player to have fun than they can do in a sandbox by themselves, what the gigafuck am I doing trying to design games?





















