Balance Continued…

What began as a debate about whether balance is even possible between Psychochild and me (See: Balance is Impossible | Balance is Possible | Balance is Still Impossible) turned into an email conversation between the two of us. We’re both going to pull pertinent points from our emails, which really stopped arguing whether balance is possible and started talking about balance in general.

I’ve long believed that skill systems aren’t that much more difficult to balance than class systems, they just require an additional element of creativity. In fact, it may be easier to make adjustments to specific skills because you aren’t nerfing an entire class (and therefore a person’s game persona) permanently by changing something. They may have to find a new skill, but you haven’t made them reroll.

Psychochild: “I think M59 is very balanced, especially considering it’s a skill based game. Even after we’ve been running it for over 4 years now, people still debate what is the best build. The smart people are the ones that say it depends on your playstyle.”

The problem with the “it depends on your playstyle” reply to most of the build questions (even though that is the best answer) is that very few players actually know their playstyle. Some people like to tear things up, some people like to help other people out. A lot of people believe they want to be the most uber build, but don’t necessarily realize that it’s not a playstyle they can enjoy. How can we help teach players what playstyle they enjoy?

Morrowind went the route of asking a player questions, but I’m of the belief that very few players answer those honestly (even if they don’t know they’re being dishonest, they answer in the way they feel they should instead of the way their desires want them to). So, you get the suggested role that you *think* is the right one for you to have answered, but really isn’t.

We can have an elaborate newbie introduction that switches the player’s class (in a class game) and has them perform tasks in all the roles, then the player can choose which he likes best. Maybe that’s a better way? How many players would actually use that instead of bypassing it and selecting the class they think they want to play during character creation?

That’s it for now. Psychochild has a follow-up to this reply that he’ll probably be posting on his blog shortly, which I’ll try to respond to in yet another entry later tonight (or tomorrow if I decide to get sidetracked).

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