So correct me if I'm wrong...y'all think a hyper competitive "balanced & very skilled" game, where the top 1-3% rule every outcome, is going to attract a massive following and retain them for years at a time?
Am I getting your Titanfall/Halo comments on the money here?
No, a "balanced & very skilled" game where the ability, actions, decisions, and reactions of a player determine the outcome will attract a massive following and retain them for years provided the game is well made. A proper skill curve also allows a proper ranking system to work, leading to better matching of players.
Let me ask you a question; what do you think should determine the outcome of a game that matches players against other players?
You bitch about population incessantly but concede nothing in game development or mechanics or player rewards to attract or retain "lesser" players. *shakes head
Those exact concessions are what got us where we are with Halo. Do you know what really attracts and retains new players? Accessibility in a fun environment. The issue is that developers mistake accessibility with low-skill, which is a fallacy. True accessibility comes from
predictability ; do things react in a manner consistent with my experience and expectations? Can I see a clear path to improvement, can I control my environment and my inputs? That's what brings in and retains new players. Simple-yet-deep.
Developers don't need concessions for new players, they need to be smarter about how they present the game to new players.
@Duji - Soccer has many gametypes; without a regulation field or even goals e.g. families, kids and third world countries. There are pros/amateurs that are hired in bars in Melbourne during soccer season to show off their ball juggling skills alone, drills to practice, half courts, 5 a side, blah blah. Once again you fail to look at the overall game and the various modes it is played. I relate the overall game/modes to Halo and you cherry pick one example to support one claim. This is what I keep point out, none of those modes diminish the elite professional paid sport levels in anyway. The sport of soccer overall doesn't ridicule or remove all the other modes of play, they have a tiered system to create the upper echelons of competitiveness. I haven't even entered into derivatives like indoor soccer or beach soccer either. Your points are biased, fact.
Anyhow stay on the 1% train and never discuss anything game design related away from that. I'm sure that will work out for the next 10 years of Halo just fine.
The core of all those games is still the mechanics of soccer. Ball Juggling is a part of soccer that focuses on a very limited subset of skills, but the mechanics are exactly the same. Beach soccer and indoor soccer still support the skills of soccer. Every popular side-game of soccer is popular because, just like soccer, the result is determined by the dexterity, strategy and skill of participants.
None of those "modes" of soccer diminish the elite professional paid sport level because professional level soccer is maintained as the standard, not the other way around. You don't have the MLS forcing US soccer teams to draw random cards every 10 minutes because junior league soccer thinks it adds more fun. For some reason though, game developers seem to think that's the way it should be.
The issue we all have with these "concessions" to lower-skill players is that it directly impacts the core mechanics of the game to the point where it obfuscates the ability, actions, decisions, and reactions of a player. I want an accessible game with a deep skill gap that draws in players of every level, challenging them to improve, to engage, to have fun competing. It's not as impossible as everyone seems to think. Instead I get games that insult me as a player to the point where I have absolutely no desire to continue playing and, from the looks of population numbers, a lot of other players feel the same way.