The Librarian
Banned
Ace.urk said:Lars is reading it right now.
Ace.urk said:Lars is reading it right now.
Would you also be able to refer some of these articles to Sage Merrill? Thanks.urk said:Lars is reading it right now.
JAIME GRIESEMER said:1. Start with a fun game
2. Make a tiny change (usually after exhaustive debate)
3. Playtest extensively to see if those changes made the game better
If they did, keep them; if not, change them back
4. Repeat until your publisher makes you ship
JAIME GRIESEMER said:Adding a Weakness It may seem like the best way to balance an element that is too strong is to give it an equally large weakness, but it just doesnt work out that way. Either the weakness will not be enough, in which case you will have an element that is still too powerful and no longer fun to use. Or it will be more than enough, in which case you will have designed an element that has a weakness as its defining feature instead of the original aspiration. I would play as the invincible ninja character, but he has taken a vow of pacifism and doesnt have any punches or kicks.
Creating a Counter Another common way to address an overpowered element is to design a second element whose sole role is to counter the first. Not only is this second element probably not fun on its own merits, but everyone will be saddled with choosing an option that they secretly hope they dont have to employ, just to prevent everyone else from choosing the fun option they desperately want. I will choose the unenjoyable anti-tank mine so that nobody else can have fun using a tank.
So, ignore the analysts and the pundits! If an element or mechanic has the tiniest spark of fun, a designers job is to protect and nurture it, not smother it because it might out-shine the rest of the game. No matter how tempting, there are always better options, so dont short the fun!
GhaleonEB said:Re-reading the now published piece, I hope it doesn't come across as too negative. I love Firefight tremendously, and my intent was to provide a critical analysis of the current set up, and a hopefully helpful list of suggestions for how to improve them.
Yep. Agree 100%.Havok said:Absolutely. It seems as though they were initially implemented as creators of cool moments in games, which totally happens sometimes. But they don't mesh well with the established gameplay of the series, especially with regards to objective gameplay, vertical movement, and map design. It's almost as though they wanted to get this new stuff in there but were unwilling to change some staples to make them fit. For example, we have this devastating shotgun and one-hit kill objective item, but we want to add this Drop Shield that everybody on the team can use at the same time. Rather than changing either of them to make it fit together, it was a matter of shoving the square peg into the round hole and not realizing that the cool moments that are created aren't worth the overall decrease in match quality when the new stuff is abused. That's not to say it couldn't have been done, though.
I have the same feelings about MLG. I like what they've done with AAs, I just wish I could play like that with otherwise normal Reach settings.Havok said:I think MLG, while I'm not really interested in playing in that kind of environment, have done a good job making the armor abilities fit with what their vision for Halo's gameplay is. It's probably too late to make any changes, and I'm sure what we're suggesting will bring its own problems to the table, but I dunno. It just seems odd to me that some of these decisions went down like they did.
Okay: I am, uh, positive that fixing [insert Reach complaint here] would have a positive effect on Reach. Absolutely, positively.urk said:I'm only interested in positive feedback.
urk said:I'm only interested in positive feedback. Jeremiah is more tolerant, and he'll be setting up a thread in CC for you and the rest of the crew to weigh in on playlist stuff. Go nuts.
urk said:Lars is reading it right now.
Detox said:Would you also be able to refer some of these articles to Sage Merrill? Thanks.
On the decision to include bloom with particular emphasis on the 3rd point.
But if you adopt iterative design as your primary design philosophy you will be doomed to making mediocre clones of better games
Community Cartographers.A27_StarWolf said:+10 internet points.
wait, CC?
A27_StarWolf said:+10 internet points.
wait, CC?
Who are you? Does anyone recognize this person?Dax01 said:Oh, hey, my tag is gone.
Exactly. Also Jaime will be the first to point out that he is NOT the person responsible for the Halo 1 pistol. His powerpoint on balancing the Sniper Rifle is amazing. I'm really enjoying his blog.urk said:Jaime is awesome, but you're misapplying his words. He's not arguing that designers should follow the method you quoted, but against it.
squidhands said:Excellent article, Ghaleon. One thing I'd like to add is the possibility of having an abbreviated version (2 sets instead of 3) of your Firefight Survival gametype added to Limited, keeping the playlists at their current set of 2 (this excludes the possibility of a Doubles Attack later on, if at all). I think dividing up the playlists to three or four would just end up having too few people to choose from when searching for teammates in a separate Survival playlist. I'd rather it be included in a playlist that already requires people to want to play a limited life scenario, and even if a couple of people quit out, all the better for the ones who stay. My two cents; very well-written article.
Community Cartographers.
That's a good suggestion. My only concern would be what I call predictability of experience. The way the playlists work now, you know the maximum time a game is going to last when you go into it. Limited is 30 minutes, tops. Arcade is 15 minutes, tops (likewise with Multiplayer, with slight variation across objective games). Often I'll have a window of time and that is what determines what playlist I hop into.squidhands said:Excellent article, Ghaleon. One thing I'd like to add is the possibility of having an abbreviated version (2 sets instead of 3) of your Firefight Survival gametype added to Limited, keeping the playlists at their current set of 2 (this excludes the possibility of a Doubles Attack later on, if at all). I think dividing up the playlists to three or four would just end up having too few people to choose from when searching for teammates in a separate Survival playlist. I'd rather it be included in a playlist that already requires people to want to play a limited life scenario, and even if a couple of people quit out, all the better for the ones who stay. My two cents; very well-written article.
Well I guess you guys wanted to make a game that was different to the games you're famed for. Otherwise you would have followed this mantra while developing specifically on the core gunplay which was fun and only needed polish. "If you something is already fun, stop iterating on it and work on the parts that arent fun. And if something isnt fun, the iterative process wont get you there. In the end, iteration is a polishing technique, not a generative one."urk said:Jaime is awesome, but you're misapplying his words. He's not arguing that designers should follow the method you quoted, but against it.
Creating a Counter Another common way to address an overpowered element is to design a second element whose sole role is to counter the first. Not only is this second element probably not fun on its own merits, but everyone will be saddled with choosing an option that they secretly hope they dont have to employ, just to prevent everyone else from choosing the fun option they desperately want. I will choose the unenjoyable anti-tank mine so that nobody else can have fun using a tank.
Meh was originally made just to troll a few personal friends, just thought I would share it here :lolDomino Theory said:And annoying.
Yeah, it's all about matchmaking times and finding good connections. Do you think players jumping into the proposed Survival hopper would be willing to wait slightly longer for matchmaking to find players? I think so, up to a certain point. Especially since the game they're waiting to start should last much longer than in the other Firefight playlists.GhaleonEB said:The flip side is, separating them creates more playlists and player base fragmentation. I think the latter would be preferable so long as it wasn't too severe, but it's a clear trade off.
Say you love the bubble shield, Valhalla, The Pit, and a BR that barely hits anything past 10 ft.wwm0nkey said:Meh was originally made just to troll a few personal friends, just thought I would share it here :lol
Besides talking about Halo 2 customs I have been pretty tame of the whole Halo 2 thing recently.
Detox said:Well I guess you guys wanted to make a game that was different to the games you're famed for. Otherwise you would have followed this mantra while developing specifically on the core gunplay which was fun and only needed polish. "If you something is already fun, stop iterating on it and work on the parts that arent fun. And if something isnt fun, the iterative process wont get you there. In the end, iteration is a polishing technique, not a generative one."
Nevertheless, the other quote regarding balance fits in with the attempt at stopping the DMR from becoming the BR still stands. Sage's job in regards to the BR should have been " to protect and nurture it, not smother it." Instead he shorted the fun and we got the DMR. The quote below fits in perfectly with why people don't like armour lock.
Maybe a small minority like it and the rest are using it for these precise reasons "everyone will be saddled with choosing an option that they secretly hope they dont have to employ, just to prevent everyone else from choosing the fun option they desperately want."A27_StarWolf said:Many people like armor lock. That is the problem.
This made me think of the Campaign co-op playlist. Right now there are only 277 players in it, and I've seen it range from 150-500 in general. But I almost always have a good game with players who are fun to play with, because while the population is low, it's almost entirely people who love the campaign and are willing to wait for games to get them. Despite the low population and generally longer game times, the playlist works.ncsuDuncan said:Yeah, it's all about matchmaking times and finding good connections. Do you think players jumping into the proposed Survival hopper would be willing to wait slightly longer for matchmaking to find players? I think so, up to a certain point. Especially since the game they're waiting to start should last much longer than in the other Firefight playlists.
I'd just add that armor lock is a counter, but it's a counter to a wide range of things. I counters gun fire and grenades. It sheds plasma sticks and needles. It blows up vehicles. It lets you recharge shields while protected. It fires an EMP upon full charge up.Detox said:Maybe a small minority like it and the rest are using it for these precise reasons "everyone will be saddled with choosing an option that they secretly hope they dont have to employ, just to prevent everyone else from choosing the fun option they desperately want."
Never!Striker said:Say you love the bubble shield, Valhalla, The Pit, and a BR that barely hits anything past 10 ft.
GhaleonEB said:This made me think of the Campaign co-op playlist. Right now there are only 277 players in it, and I've seen it range from 150-500 in general. But I almost always have a good game with players who are fun to play with, because while the population is low, it's almost entirely people who love the campaign and are willing to wait for games to get them. Despite the low population and generally longer game times, the playlist works.
My hope is that's what Survival would become. I have no idea, though.
A27_StarWolf said:Many people like armor lock. That is the problem.
All right, that correlation sold me (I'm in the co-op Campaign playlist a lot). Not to mention that with my previous idea, assholes would find a whole new way of screwing people out of playing a long game if they didn't get to play the shorter gametype they voted for. Bring on the SurvivalGhaleonEB said:This made me think of the Campaign co-op playlist. Right now there are only 277 players in it, and I've seen it range from 150-500 in general. But I almost always have a good game with players who are fun to play with, because while the population is low, it's almost entirely people who love the campaign and are willing to wait for games to get them. Despite the low population and generally longer game times, the playlist works.
My hope is that's what Survival would become. I have no idea, though.
I'd just add that armor lock is a counter, but it's a counter to a wide range of things. I counters gun fire and grenades. It sheds plasma sticks and needles. It blows up vehicles. It lets you recharge shields while protected. It fires an EMP upon full charge up.
Were the counter more limited in the range of effects it would counter, it would be selected less often. But as it, it's versatile in a an array of situations, and for that reason is used more often.
Bungie should spend more time crafting playlists specifically designed to appeal to an incredibly small portion of their playerbase.squidhands said:All right, that correlation sold me (I'm in the co-op Campaign playlist a lot). Not to mention that with my previous idea, assholes would find a whole new way of screwing people out of playing a long game if they didn't get to play the shorter gametype they voted for. Bring on the Survivalplaylist!GhaleonFight
Yeah because we all know how well assists work. It was still a goose egg nonetheless!Ramirez said:Naw son, I at least had some assists, you were 0's across the board...except deaths, lawl.
Are you suggesting Bungie's purposely gimped TO with shitty gametypes to keep the population low?squidhands said:You mean like Team Objective?
This clip (seriously amazing) is why I never send you an invite when I see you playing Limited.GhaleonEB said:
Boo. lolsquidhands said:Bring on the Survivalplaylist!GhaleonFight
Tashi0106 said:I love the DMR
Lake Minnetonka said:Are you suggesting Bungie's purposely gimped TO with shitty gametypes to keep the population low?
Lake Minnetonka said:Bungie should spend more time crafting playlists specifically designed to appeal to an incredibly small portion of their playerbase.
Halo Fest would be more of a blast if I could come.Tunavi said:@HaloWaypoint just retweeted ncsuDuncan. Nice
You could leverage this same line of argument about Firefight, Eazy.Lake Minnetonka said:Are you suggesting Bungie's purposely gimped TO with shitty gametypes to keep the population low?
Playlist Players
TEAM SLAYER 7,891
LIVING DEAD 5,743
FIREFIGHT ARCADE 5,534
BIG TEAM BATTLE 4,209
TEAM SWAT 3,911
SCORE ATTACK 3,765
SQUAD SLAYER 3,391
TEAM SNIPERS 2,019
ACTION SACK 1,935
RUMBLE PIT 1,606
INVASION 1,571
DOUBLE TEAM 1,060
MULTI TEAM 1,031
MLG 935
FIREFIGHT LIMITED 883
THE ARENA 860
GRIFBALL 800
TEAM OBJECTIVE 533
DEFIANT MAP PACK 498
CO-OP CAMPAIGN 364
TEAM CLASSIC 313
Lake Minnetonka said:Are you suggesting Bungie's purposely gimped TO with shitty gametypes to keep the population low?
urk said:Brute Chopper Aficionados, for example.
Tunavi said:@HaloWaypoint just retweeted ncsuDuncan. Nice
Halo Fest would be more of a blast if I could come.
*grumbles*
A27_StarWolf said:Are you kidding?
You know whats fun? Using armor lock when a ghost comes at you...
when I get stuck and surviving,
kicking ass with it,
Its broken as hell, but that does not mean it is not fun to use. It really makes you feel like a bad ass.
Steelyuhas said:That's all you really needed to say.
Thanks, I'm actually having trouble believing I typed that.vhfive said:Also this made me laugh harder than it should've
Just because Bungie's forgotten how to cater to objective fans doesn't mean objective playlists are inherently unappealing to the playerbase. I wouldn't expect someone as bad at Halo as you to understand this though. I had a feeling Squid was being sarcastic but I'll gladly accept any excuse to take a jab at how terribly Bungie's managed objective playlists since H3.A27_StarWolf said:No, I'm pretty sure that is NOT what he said. At all.
It caters to a smaller player base.
You honestly think firefight numbers would be significantly different if Bungie implemented your changes? I'm not doubting it all sounds better but I don't think the ability to pick up weapons in sniperfight ever made the firefight kids set their controller down and walk away from the playlist. If Bungie was a bigger company and could find the resources to step up the amount of content they can update I'd say go for it, polish Firefight, but the nearly insurmountable hurdles they have to cross to get these updates out means they have to prioritize. Firefight gets an unproportionately large amount of attention in updates and challenges considering its population, both what it currently is and what it could be given more attention.GhaleonEB said:You could leverage this same line of argument about Firefight, Eazy.
Ramirez said:Host DMR is definitely something to love.
A whole page dedicated to Firefight talk, sad times. Funny thing is, it'll probably get a complete overhaul and tons of MM problems will remain stagnant for months to come.
urk said:Brute Chopper Aficionados, for example.
The only people happy about the chopper's removal from the sandbox are those that had the misfortune to be on the wrong side of my 8-shot.urk said:Brute Chopper Aficionados, for example.