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(This article is a repost from my personal blog at www.rationalgamedesign.com)
Hi and welcome to the second part of “Weapon Balancing based on on Gameplay Situations” series. If you missed the first part you can find it here.
(I also updated the resource list). In the last part I described that
weapon balancing can be divided in eight single steps. The first step I
took was to define my weapon system. The main questions were the
restrictions I want to have in terms of number of weapons the player
can carry and the way he will get new weapons and ammunition. The
second step I described concerned my balancing goals, focusing on the
domination of weapons and their different use for different situations.
Let’s continue with the third step.
Third Step: Define your weapons attributes
In this step I will define which properties my weapons should have. I this is one the most important steps, because it will determine the grad of realism and skills
needed by the player to handle the weapons. It is also the base for all
further balancing because if I don’t know the attributes of my weapons
I don’t have any values I can balance.
The following list will describe the attributes I chose, what they
mean for the gameplay and why I chose them. It is important to note
that this list is based on a personal concept for a shooter which is
set in a realistic scenario.
Damage per Projectile
This value defines how much Health points one projectile will
subtract from the health of an enemy. This is a fix value. You’ll
properly ask how different body parts will affect the end-damage.
My Hit-zone-system is currently divided into different body zones and
each body zone will automatically add a percental value of the current
enemy’s health to the damage. So if the player makes a heat shot
hundred percent of the current health will be added to the damage, so
that the enemy is dead. If the player hits the lower leg, only 15
percent of the current health will be added to the damage. So the overall damage is damage/per projectile + percental damage/body zone.
Rate of fire
How many projectiles/per minute. This value affects if the weapon is suitable in situations against larger groups of enemies because you can spread the damage, a weapon with a higher shoot frequency requests lower aiming skills
and the less bullets per minute the more time the player will spend
defenseless which makes it hard to use in situations where the player
will be under attack. It also determines if a weapon is still useful despite a very low base damage.
Magazine Capacity
Affects how many projectiles the weapon can shoot till the player
needs to reload. The smaller the magazine capacity the more often the
player is defenseless.
Reload time
How many seconds a weapon needs to reload. This is important because it defines the time the player is defenseless and needs to take cover, start bunny hoping, changing the weapon, hide, run, etc.
Velocity
This defines the speed of the projectile when it leaves the barrel. The higher the velocity the less skill is needed to successfully hit the enemy, because you don’t need to project the current location of the enemy into the future based on his current movement speed.
Velocity loss per second
This defines if you’re weapon has a ballistic flight path or if the
bullet just flies straight. If you want to have an ultra-realistic
weapon system you will have a velocity loss per second for every weapon
to simulate friction. I personally think this only makes sense if you
create games solely for people who have a solid sniper-training. If you
want to have a bigger audience for you game only weapons like grenade
launchers or throwing weapons in general should have a value above
cero. These weapons will have the advantage that players can use them to attack enemies hiding behind cover.
Damage loss per second
This defines how much damage a projectile will lose over time. I
know that this sounds like a very realistic approach which simulates
that projectiles with less speed also deal less damage but the reason I
chose this value is to have another tool at hand to make weapons like
pistols stronger in close combat situations by giving them a high base damage but also a high damage-loss/per second but other weapons stronger over long-distance combats.
Area of effect
This determines if a single projectile deals damage over a larger
area or not. The larger the area of effect (like explosions) the more
effective is a weapon against groups of enemies and the less precise the player needs to aim to hit enemies. But is also makes a weapon inefficient in close combat situations if the player can deal damage to himself. (Bioshock took this feature and used it for weapon upgrades)
Bullets per shoot
This defines how many bullets the weapon will shoot simultaneously
with one pull of the trigger. Besides increasing the damage per shoot,
this value is important in combination with the spreading. (Shoot gun)
Accuracy
This value determines how strong a bullet will differ from the point
the player will aim at. This value highly determines how useful a
weapon will be over distance. A large spreading makes precise
aiming at enemies nearly impossible but in combination with a large
number of bullets per shoot it can be used against close moving enemies
because the probability to miss them will be strongly decreased and it
also allows to hit more enemies at once. Spreading can also be an
exponential value. I also think that the spreading of a weapon should
be feedbacked via the size of the aiming cross.
Vigorous effect
I called this value vigorous effect and what I mean is the physical
reaction of the enemy when he is hit by the bullet. A weapon with a low
vigorous effect will only cause a slight hurt animation and weapon with
a strong effect will cause a large recoil or at least a stronger
physical reaction. This value is especially important in large group combats because it allows the player to temporarily immobilize an enemy and focus on the next one.
Recoil
How strong the aiming cross will move per shoot. This value can
either be linear or exponential. It is one the attributes which will
determine how much skill the player needs to handle the weapon
because he needs to readjust his aiming. Because my concept focuses
mainly on a single player game this value shouldn’t be too high for a
single weapon. My goal is that the player chooses a weapon because it
is the most effective one for the situation and not because it can be
easily handled.
Special attributes
I also have some special attributes like the ability to zoom with a weapon, penetrating bullets or the sound intensity.
There are also some values I did not choose for my list.
Weight
My weapons have no different weight and do affect the movement speed
of the avatar. I know that it would be realistic but I don’t think that
movement should be part of the balancing. My aim is that the movement
of the avatar feels responsive and has a good pacing and I feel that
constant speed is important to keep the player in the flow. I don’t
want to use it to balance my weapons. It’s hard enough to create a good
pacing without this additional burden.
Maximum ammunition
My weapons have no ammunition cap so the player can collect as much
ammunition for a weapon as he likes. This has two reasons. I think
ammunition is an important short-term reward and is provided when the
player overcomes a challenge. If you cannot collect the ammunition you
have no reward, but rewards are what keeps us going. The second reason
is that I don’t want to force the player to use a different weapon
because he is out of ammo which maybe is not effective for the current
gameplay situation.
Responsiveness
I also don’t include responsiveness into my balancing values which
means the time between the player’s input and the shot. The reason for
this is the same as the reason I didn’t include weight. If the
responsiveness of a weapon is bad, it doesn’t matter how useful it
might be on paper in special situations, it will just be no fun to use
it. So my aim is that each weapon is responsive and the time between
input and reaction should be as low as possible.
As you can see this list only contains very basic values. This is
caused by the setting which determines the borders of realism I can
move within with my design. If the game would take place in more
fictional setting I could add a lot of properties like damage over
time, stun or maybe the ability to draw health from enemies. All this
would add a variety to the gameplay and the possibility to make the
weapons more different so they would be more useful in special
situations but I would destroy the suspense of disbelief.
In the next step I will set up a system to classify our gameplay situations but this will be part of the next article.
I would like to hear your opinion on these attributes. Do you think
I missed any important values or are some values unnecessary? Do agree
with the impact each value has on the gameplay or do you think there
are more or less situations where an attribute plays an important role.
I would also be interested in your experience. Did you use different
attributes in your games? I hope you liked the second part of this
series If not feel free to say what you dislike and if you did, I am
always happy for some friendly words.
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Anyways, I look forward to reading more. Keep it up!
@Ted
Using your Counterstrike example, where you have multiple weapons that fulfill each gameplay goal, maybe start by saying "A shotgun should do roughly x damage, have roughly y spread, ..." and so on, and customize individual weapons based on those starting numbers. Whereas take a game like Bioshock, where you only have one weapon of each type (okay, four if you count upgrades, but they don't need to be balanced with earlier versions), and saying "okay, this is a shotgun" doesn't provide much design info, as I still need to define those numbers.
Mostly, weapons are good in many games, but you should have in mind (and somehow on paper) how you're gameplay will work. I've written an article about Gameplay Tools, about how useful and eficient Gameplay Features are, "tools" are everything you have in hands to use to play and try to win the game: weapons, movement, levels, anything... Isn't it like that on any software you use? You have something to do and have tools, and you find a way to reach your goal using your tools...
So, the player can stand, crouch, run, sprint, sneak, jump, dodge, crawl? How is it the aiming system? How does movement affect the weapons values? Is there a stealth/sneaky/tatics/cover/healing/faking death/hacking/spying/comunication/target marking/bullet ricocheting feature? Does the player need to position it's weapon aiming like in CoD?
How does levels work? They're static? Dinamic? They change each time played? Team can select or buy features at their bases like Combat/Tatic advantages? It all could change the situations approach, realistic shooters tend do be tatic, tatic is more about the use of the level in your favor.
I got a bit out of the main topic, but all this relates and affects every little choice about weapon balance. I once was thinking about this to level design, where I should give situations for all weapons in the game, and was trying to map them as much as possible. Good thing to get back on...
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@Bob McIntyre
There si a Magazine Size feature, the lack of ammo cap means you can carry as many magazines as you get on (with +15% from a hit at your leg I dont think it's gonna be so much)...
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Thanks for the Feedback. I thought about writing an analyze for a few games first but then decided to get right into balancing. Maybe a mistake... I like the idea of summarizing different values into adjectives and I hope to reach a similar goal in the next article.
@Luis Guimarães
Of cource you are right that you should know your game before you start to balance your weapons but I think this is such a natural step that I didn't mention it. I tried not to get to much into the general design of the game but stay with the subject of balancing. The points mentioned above are more an example for a general approch than a specific design because this would be too much for a single article. (after all that's what design docs are made for :) ) In the end everybody needs to adjust his weapon balancing to his design but I still hope that my examples can serve as base for discussion.
I personally don't think in tools but more in player skills, abilities and obstacles but in the end it doesn't matter how you name it, I guess.
@ the Subject of Ammuntion caps
I can understand the multiplayer argument and maybe there are some good reasons why it also makes sense in a singleplayer mode. I still think that if you need to balance youre grenade launcher through a tight ammo cap than maybe your grenade launcher is just to powerful and should be weaker in more situations. But I think you are right, I need to think more about the multiplayer consequences of balancing.
@ Bob
Maybe I wasn't clear enough. I didn't say that player's can fire indefinitely and I also designed a reload mechanism. My point is that when players aren't able to take up more ammunition (especially in singleplayer) than there is no reward when they find new ammo, unless you have a feature which checks which ammunition the player needs.
That's the point, I am calling it "tools" exactly because of player skills, the game shall not do everything for the player, and also not block him of using his skills. If something is just too locked of possibilities, it blocks player skills, so it's a "baked solution", not a tool for the player make his own solution, with his skills with movement, aimming or being creative.
Ya I said, got a bit off the main subject. But it's good to remember, many other things in the game are ways to refine and make good use of everything you have. That's why game design docs need to be so well written, everything else matters.
I currently only project UT3 mod weapons (project, maybe I learn codding but my focuses are game and level design), as UT is, they're more about features than number, even numbers are there. Such as Microwaves Cannons (to kill inside vehicles and steal it), RTS-like Buider-Spy-Buyer-ArmorStealers(Cursor usage of Crosshair), and some others... The point is, these are kind of complex ones to balance, so abstract to evaluate usage in points or such, I'm forward for a cost-for-demand in-server feature, for buying weapons, most bought, greater price. Since changing it's values would make players feel cheated by the mechanics...
- Time delay after the player pressed the fire button *
- The Size of the weapon in the screen *
Could be part of the special attributes, as well as the mechanics used to Fire.
I will add them to the list.
Thanks a lot and sorry that I didn't published the third part yet but there is a lot going in front of the GC in cologne. But I hope I will get to it somehow this month.