OuterWorldVoice said:
You're talking about mathematical balance then. Not gameplay balance.
I'm not sure I understand you here. In my opinion, the act of balancing a game must use both mathematical balance and massive amounts of in-game balance testing.
OuterWorldVoice said:
Even the skill-matching in SWAT is different in terms of likely end result than vanilla Team Slayer. And we have to reward players based on a wide range of skills. It is easier, in theory, to balance an MLG game because there's less variation in skill, than a normal matchmaking experience. But I agree with proportionality, of course.
My defintion of balance doesn't cram "skill" into one category; I agree that skill covers a wide range of things. However, I fail to see how the actual definition of balance changes from gametype to gametype. The reason the skill-matching returns different results in SWAT compared to TS is because "balance"
doesn't change. SWAT emphasizes a smaller portion of "skill" than a balanced Team Slayer game would, which is why the skill-matching results are different. That's a rather convoluted way of saying, different gametypes emphasize different skillsets without altering what "balance" is.
OuterWorldVoice said:
Another integer to think about is satisfaction. Can I feel satisfied having been beaten 50-35, that it felt both fun and fair?
I fail to see how we can bring "satisfaction" into our balance. Who deserves to be satisfied? A new player who wants to kill anyone, or an expert who wants to be rewarded for their time and ability?
OuterWorldVoice said:
And here's a question: Would it be better to have an unbalanced game that everyone really enjoyed, or a very balanced game that only 1% of people enjoy? And how do you adjust the slider on that argument?
Thats completely dependent upon your perspective. If you're the company making the game, obviously its the former, if you're a gamer who wants to be treated fairly, its the latter. However, I fail to see why this needs to be viewed as a "slider" scale, where moving in one direction detracts from the other.