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6/17/2025, 6:17:55 AM
6/12/2025, 6:12:44 AM
>>712400156
This is just wrong and a crutch justification for bad game design. It's a strawman that ignores mechanical uniqueness, skill floor/ceiling, replayability, and player taste. Take shotguns, assault rifles, and snipers in FPS games, for example. Making them all viable and perfectly balanced doesn't make them all the same, as they are mechanically unique. Playing a shotgun doesn't feel like playing an AR, and neither feel like playing a sniper. And even if all 3 are equally viable, merely choosing one doesn't guarantee victory as you still need to hone your skill and understanding of that option in order to succeed. Having them all be viable also means you can play with ARs for a while, then play with snipers, then play with shotguns, and have a fresh experience each time. Lastly, players have different tastes. Some players are going to exclusively love snipers, some shotguns, and some ARs. Making one of them suck just deletes a portion of your player base, as they won't want to suffer through playing your game if their favorite playstyle is shit. And for all of these, the player's choice matters hugely to their gameplay experience, even though all 3 are perfectly balanced and viable.
The key here is mechanical uniqueness. If you "balance" shotguns and snipers by making them cookie-cutter reskinned ARs, then it feels like your choices don't matter.
This is just wrong and a crutch justification for bad game design. It's a strawman that ignores mechanical uniqueness, skill floor/ceiling, replayability, and player taste. Take shotguns, assault rifles, and snipers in FPS games, for example. Making them all viable and perfectly balanced doesn't make them all the same, as they are mechanically unique. Playing a shotgun doesn't feel like playing an AR, and neither feel like playing a sniper. And even if all 3 are equally viable, merely choosing one doesn't guarantee victory as you still need to hone your skill and understanding of that option in order to succeed. Having them all be viable also means you can play with ARs for a while, then play with snipers, then play with shotguns, and have a fresh experience each time. Lastly, players have different tastes. Some players are going to exclusively love snipers, some shotguns, and some ARs. Making one of them suck just deletes a portion of your player base, as they won't want to suffer through playing your game if their favorite playstyle is shit. And for all of these, the player's choice matters hugely to their gameplay experience, even though all 3 are perfectly balanced and viable.
The key here is mechanical uniqueness. If you "balance" shotguns and snipers by making them cookie-cutter reskinned ARs, then it feels like your choices don't matter.
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