balance and hubris
PostPosted:Thu Sep 05, 2013 3:55 am
I was reading this conversation which came from a MMORPG (FF14 in particular), but you can see this kind of stuff that's very common for any game that's remotely considered hardcore, which goes something like this:
Dev: I tuned this encounter only for the best players. It will require the pinnacle of playing and cooperation to defeat! By the way I can totally beat this encounter, because I designed it. I even beta tested it under God mode and it was easy.
Player: My guild just beat this encounter. It indeed requires pinnacle of playing perfection. Thanks dev for a well tuned encounter! By the way our guild is the pinnacle of playing perfection, in case you didn't figure this out.
Of course this lasts only until someone more perfect than you that beats something you cannot, and then the encounter is obviously broken and that dev should be fired.
There's an extreme hubris with dev actually thinking they know anything about balance. How can they possibly play their own game enough to know more than a player while still having a job? Would you expect Miyamoto to be the best platforming guy?
The next hubris is assuming that players know anything about balance as a function of beating the encounter. If encounters really are that tightly tuned, what's going to happen is if anybody you regularly play with is away even for a short period your playing group is likely going to implode. If a game requires 10 guys playing better than 99% of the population, then let's take a server with 50K people, you've a pool of 500 players total to work with and good luck finding the guy who matches your time zone and actually want to join you. I've been in the said guilds and I see the massive turnover and that's hardly uncommon. If you go to any uber guild of any MMORPG they're almost always recruiting. How can a game possibly require everyone playing at a high level if the said guild can also take chances on any random guy that claims to be super awesome (and is almost always not)?
In reality it's more like your mousebreathers remembered to breath correctly this time while your better players shouldered the load. You might even be one of those mouthbreathers without knowing it.
In general I don't presume I necessarily know everything there is to know about the game in terms of balance, and certainly won't attempt to balance the game around me. However I do assume I still know the game more than a developer just because logistically it's a virtual impossibility that a developer would actually have time to know his own game in depth. If I can beat something it doesn't mean it's too hard or too easy, and likewise if I cannot beat something. In fact, if I am to judge if something is too hard or not, I'd almost certainly do it from a purely statistical point of view. E.g. X% of the people who attempted the encounter can beat it, and if X is a relatively large number then it's clearly not that hard even if I think otherwise.
Dev: I tuned this encounter only for the best players. It will require the pinnacle of playing and cooperation to defeat! By the way I can totally beat this encounter, because I designed it. I even beta tested it under God mode and it was easy.
Player: My guild just beat this encounter. It indeed requires pinnacle of playing perfection. Thanks dev for a well tuned encounter! By the way our guild is the pinnacle of playing perfection, in case you didn't figure this out.
Of course this lasts only until someone more perfect than you that beats something you cannot, and then the encounter is obviously broken and that dev should be fired.
There's an extreme hubris with dev actually thinking they know anything about balance. How can they possibly play their own game enough to know more than a player while still having a job? Would you expect Miyamoto to be the best platforming guy?
The next hubris is assuming that players know anything about balance as a function of beating the encounter. If encounters really are that tightly tuned, what's going to happen is if anybody you regularly play with is away even for a short period your playing group is likely going to implode. If a game requires 10 guys playing better than 99% of the population, then let's take a server with 50K people, you've a pool of 500 players total to work with and good luck finding the guy who matches your time zone and actually want to join you. I've been in the said guilds and I see the massive turnover and that's hardly uncommon. If you go to any uber guild of any MMORPG they're almost always recruiting. How can a game possibly require everyone playing at a high level if the said guild can also take chances on any random guy that claims to be super awesome (and is almost always not)?
In reality it's more like your mousebreathers remembered to breath correctly this time while your better players shouldered the load. You might even be one of those mouthbreathers without knowing it.
In general I don't presume I necessarily know everything there is to know about the game in terms of balance, and certainly won't attempt to balance the game around me. However I do assume I still know the game more than a developer just because logistically it's a virtual impossibility that a developer would actually have time to know his own game in depth. If I can beat something it doesn't mean it's too hard or too easy, and likewise if I cannot beat something. In fact, if I am to judge if something is too hard or not, I'd almost certainly do it from a purely statistical point of view. E.g. X% of the people who attempted the encounter can beat it, and if X is a relatively large number then it's clearly not that hard even if I think otherwise.