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Natural randomness is found in great quantities in many popular boardgames. Arguably the three most popular Eurogames: Carcassonne, Ticket to Ride, and Settlers of Catan all have a large amount of randomness to their play.
These games often get called "family games" partially for this reason. The level of randomness gets even more extreme with games like Munchkin or Saboteur, which are usually classified as "party games."
The second approach is rubberbanding. Mario Kart is probably the best example of this I've ever seen, in that it exhibits some of the most dramatic rubberbanding effects. First of all, as most people have experienced, the items in Mario Kart are not completely random.
If you're in first place, you tend to get only the more benign items such as banana peels (which drop behind you, creating a road hazard) or mushrooms (giving you a speed boost). If you're behind, however, you're treated to a fantastic arsenal of easy to use, powerful items.
One such item, the infamous Blue Shell, travels the entire course hunting after the first player, hitting many players on the way. Even better (or worse?) yet is the more recent addition of the Bullet Bill item, which gives your vehicle a tremendous, prolonged speed boost and the ability to wipe out anyone you touch on the way. One could be forgiven for feeling that when drawing a Bullet Bill item, they've just effectively been handed first place. Therefore, in this way, Mario Kart's items work to combat skill deficits in both ways: randomness and rubberbanding.
The rubberbanding in racing games is not limited to items, however. Many popular racers -- the Ridge Racer and Dirt series, for example, have rubberbanding baked into the actual racing mechanisms themselves. So, if you're in the lead, your max speed might be lowered. If you're behind, it might be increased. Some of them have even gone as far as to give players who are behind a speed boost in the area right near the finish line, to "synthesize" those "caught up at the last second" moments.
These days, the discussion of skill deficits can mostly be heard in the form of talk about accessibility. The arguments for something like randomness or rubberbanding is generally framed as a measure to allow a larger amount of people to enjoy a particular game. And it may indeed be the case that a game that has a sizable amount of randomness or rubberbanding helps accomplish that task -- but at what cost?
Costs of the Modern Approach
It can't be argued that a naturally random game has taken any kind of "damage" from its method of dealing with skill deficits, since its method is something fundamental to its character anyway. In the case of games with injected randomness, however, there is a serious cost.
Taking a look at Mario Kart, we have a generally coherent and deterministic gameplay loop as the basis: accelerating forward, turning, avoiding obstacles, trying to maintain your speed. Players engage with this, making decisions about when to start turning for this curve, which fork in the road to take, whether to dodge that obstacle on its left or its right, etc, and get consistent, reliable, deterministic feedback for it.
Then, there's the items game on top of this, which not only is random, but is extremely powerful. In fact, rarely do you get similar positive feedback from playing well as you do from drawing random items well. So this can have a very frustrating, confusing effect for players. It diminishes the feeling of accomplishment from a win, and diminishes the feeling of having learned anything from a match.
Further, while many players might shield their ego by saying something along the lines of, "I only lost because he drew a Bullet Bill right at the end there," it also signifies a disconnect between that player and the coherent, natural system that he is trying to understand. Again, a game is essentially a conversation between a player and the system. Losses in particular are a place where the game speaks volumes to the player about what he can learn, but in the "lost due to randomness" situation, the conversation is shut down. So, while you may get a short-term benefit from this effect, the long-term interest in the game is likely to be diminished.
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F2P models also currently tend to promote non-cooperative play, because they usually sell advantage (again because this requires the least skill/effort to design), and what is the point of buying advantage if you can't use it? So there are a number of current trends that are undermining the good game play of yesteryear.
do you have any material about cooperative play mechanisms ? You say it involves more design work but I'd really like to know what kind of additionnal effort it requires in order to estimate if it worth (in term of gameplay quality) doing.
Keith: again I am a bit surprised that with 12 years more technology, our game designs are becoming simpler not more complex. Again this seems to be due to changes in business models since companies don't know how to sell large scale competitive games without using either a subscription ( a poor option) or pay to win (an even worse option).
Cheers!
"We're allowing our competitive games to be damaged unnecessarily because of this silliness. Instead of using handicaps, we're injecting randomness, or worse, modifying the rules of our games to make them fundamentally "looser" so that skill matters less. Handicaps allow a single game to accomplish both."
"People house-rule and alter those sets of rules all the time, and handicaps can be thought of as a house-ruling."
"What's interesting about this is that your handicap level acts as a sort of RPG-like metagame ladder for you to climb."
"If we're going to embrace handicaps, we're going to have to take the endeavor seriously. Coming up with handicaps is a serious game design job."
I totally agree that handicapping can allow players of different skill levels to compete with equal chances. Sometimes I let my little cousins tickle me when it's my turn driving :)
In racing, there's a very old way of handicapping: to use different cars. The better driver can choose a less powerful, heavier or less grippy car. It's better than a time gap, because it lets drivers start together.
And yes, playing the meta game of improving your handicap is lots of fun.
The analogy is Poker. A game where even I can beat a Pro on any given night if I just keep getting the cards. But in the long run the Pros would crush me.
That is how I see Mario Kart.
Also there are handicaps to some degree in a Mario Kart. Certain vehicles/accessories/drivers seem worse than others on any given track. Maybe this isn't true for a total expert master. But I am decent at the game and I know some cars make me much worse.
It's also more likely to survive a tightly balanced game where changing the handicap variable makes it trivial, as in the shoulder ram situation. Another good example in this case is Marvel vs. Capcom 3, where the handicap (which can only lower your character's health, not raise it) makes your character die in 1 combo instead of 2, removing most of the exciting last-second comeback factor from the game.
Personally, I think it really depends on what kind of game you are trying to make and, more importantly, how you want your audience to respond. As the article pointed out, games with handicaps eliminate the certainty of a win and make for a "light at the end of the tunnel" outlook, even for players of much lower skill levels. But, as the article also points out, this means that a player who does everything right still has a chance of losing, despite his or her perfect execution. Assuming the role of the better player in the latter situation, I would find this extremely frustrating.
It also seems like handicaps would be most important and effective in situations where you are determined to play with certain individuals in a localized setting (ie I've decided to play with my friends, at my house, despite their skill levels). For matches against random opponents online, it seems like skill deficits would be solved via match-making (though it's entirely possible that my knowledge of match-making systems is incorrect or incomplete).
One statement in this article that caught my attention was on the last page, regarding Smash Bros. handicap system:
"I generally mitigate this by simply vowing not to take advantage of this new power, but it's clear that Smash Bros. with handicaps is nowhere near tournament-ready."
Is a tournament a setting in which you would really want to have handicaps? Aren't tournaments presented as a way of determining and demonstrating skill level? If so, wouldn't you want the players who are better to rise to the top and win? Again, I think handicaps would be more appropriate for scenarios in which you don't want large skill deficits to get in the way of having fun with your friends (or any other competitors). I think by entering a tournament, however, you are subjecting yourself to an environment in which there are highly varying levels of skill and the best are expected (and encouraged) to win.
1. Psychology / bluffing
2. Self balancing mechanics
In a way I think these 2 options are much much better than all of handicapping, rubber banding and randomness.
The beauty of poker is that new players can't just compete because of randomness, but they can compete due to their innate ability to bluff or try to read other players, and guess when their friends are lying.
Self balancing mechanics are a bit like rubber banding but much more sensible and acceptable in their approach. Natural fair mechanics which make the player less powerful the more he wins. A good example of this is in counter-strike - once you've shot someone, your position is revealed and you are much more likely to die. Similarly as you fire multiple bullets, your accuracy decreases, so shooting the 1st person is easy, but continuing to shoot the 2nd and 3rd - you are much more likely to die. Have you ever seen a player switch to their pistol after killing 2-3 people? That is a beautiful piece of self balancing at work. :)
http://hci.usask.ca/uploads/201-p2355-bateman.pdf
Some tidbits I can think of from golf:
Have a cutoff point for handicapping players where they no longer get any benefit. Above that point, everyone plays competitively on the same level, regardless of your skill. It keeps things interesting at high levels of play. For golf, this happens when you can play every course at par (a "scratch" player).
Official tournament play should probably not have handicaps. Casual play normally benefits from handicaps.
You need to be careful how handicaps are set, because if players catch on they'll abuse the system (playing badly to establish a high handicap which they use to win a single competition with an unfair advantage). That's even more frustrating than being beaten by someone who "got lucky" with injected randomness.
Probably because I am an avid fighting game fan.
As a matter of fact I am aware of the problem but I think this applies only to casual party games.
there are a lot of competitive games that actually strives to be E-Sports, and as E-Sports they can't possibly accept to falsify the outcome of a challenge.
Quite frankly, if someone purposely buys a competitive game and gets beaten through random luck or rubberbanding, wouldn't he feel cheated by the game?
I think in the end that this is a problem but is more like a problem of old...
Today we do play online, we can always find our match. The real focus should be in ranking systems that carefully sorts players in a way to match every player with a set of opponents comparable to his level.
Randomness and rubberbanding works great for certain type of games, more akin to party games and casual gaming.
But most competitive games and the players who plays them aim for an honest challenge of skill.
This isn't about serious tournaments, where obviously you want the best player to win, and you wouldn't put rules that benefit some players. It's about casual matches.
Online matching is ok. But what if two Greeks want to play in Greek? It's hard to match players where the pool is so small. That's when you need handicaps.
A competitive game is supposed to be what it is; all about skills. The purpose is to learn and master. If you are better than your friends, then you have something to teach. If your friends are less experienced than you are, they have something to learn. If they cannot enjoy losing 50 times in a row, then they don't understand what is fun about competitive games. Competitive players don't care about winning or losing, they just play to improve their skills. If you cannot enjoy winning all the time against your friends, then imagine how it feels like to be the best player in the world; it's sucks, but it's necessary. Everyone has a function or a role to play; that's just life.
Usually in FPS games, players tend to play cooperatively with their less experienced friends instead of playing against them, but in fighting games, choices are limited.
And as Simone Tanzi said, it's crucial for competitive games to have a proper Online ranking system. One that is at least similar to the one that was featured in Halo 2 (Matchmaking) or better. When such system doesn't exist, the greater players will have to do the job for the whole team, that becomes work and that's not fun. It's especially true in games with handicaps (character classes such as in Battlefield Bad Company 2).
In general, handicaps would just change the nature of the game and prevent less experienced players to learn their lessons and correct their patterns. If someone wants to play a casual game, then he should just play a casual game and there is nothing wrong with that.