|
Worse yet, in their attempts to use random items to create a rubberbanding effect, they have actually clouded what constitutes "good play." In fact, it may be the case that staying out of first place is optimal, until the very end. Perhaps staying in second place is best, to avoid the terrible draws of items? Creating this kind of confusion about something so fundamental to the game is almost certainly an unwanted side-effect of its items system.
One defense of the modern random-items approach would be something like, "well, if you don't like the effect that items have on a game, you can just turn them off!" This is true in some cases. In Super Smash Bros., tournament play almost always has items set to off, and the game works great. In fact, you might even say that the game is a bit strange with the items on, for the same reason that the items are strange in Mario Kart: they are great exceptions to the flow of the game.
However, there's at least one example I can cite of a situation where, even if you could turn items off, the damage was already done. Super Mario Strikers, a soccer game for the Gamecube, is a generally solid, deterministic game based loosely on the rules of real life soccer. It has random items, but they can be turned off, which I was pretty quick to do. Now, one huge difference between Strikers and real soccer is that you can freely shoulder-ram other players to take them out of the game for a few seconds.
It's an extremely powerful move that's 100 percent effective and you don't even have to aim the attack; it automatically targets whoever's closest to you when you push the button. It sounds unfair, but there's a counter-balance: if you're shoulder-rammed, you draw a random item. So, by turning the random items off, I had actually unwittingly turned the shoulder ram into a clear, optimal strategy. What ensued was some of the most violent (and broken) games of soccer ever witnessed.
The lesson is that it can actually be difficult to have items be well incorporated into a design, yet also be an option that can be turned on or off. Either the game needs them, or it doesn't. If something doesn't need to be there, it's pretty easy to argue that it shouldn't be there. And generally, things that are "injected" into a system don't need to be there.

I should mention that whenever you point out a problem of randomness or any sort of unfairness in a game system, defenders will often make the following counter-argument: "What are you talking about? This game totally has skill -- the better player wins most of the time." This is a straw man argument. It is of course true that Mario Kart, even on its most random/rubberbandy day, still involves a lot of skill and the better player will win perhaps even most of the time. However, that doesn't refute the arguments being made here: that the win percentage is being pulled towards 50 percent due to randomness and rubberbanding.
Ignorance of the Problem?
Strangely, there exist examples of competitive games that actually create a positive feedback loop for those who exhibit better play. Online FPS games such as Call of Duty have a pattern of heaping rewards on the players who play the best, increasing the already-existing skill deficits. Why do they do this? Why on Earth would they want to make the problem of skill deficits even worse?
The fact could be that they aren't thinking about the problem of skill deficits in this way. Instead, it's likely that they're thinking along the lines of a single-player RPG or other non-competitive, completion-based software. In these types of apps - say, something like Fallout 3 or Final Fantasy VII -- it makes a sense to allow the player's power to exponentially grow in a positive feedback loop. These are systems built around completion, after all, not competition.
However, taking that same mindset to the world of competitive games can be very destructive. While the Call of Duty example is pretty extreme, more subtle examples can be found all over the world of competitive games. Deathmatch in the original Quake, for instance, tended to revolve around hoarding the good armor items and the rocket launcher weapon, both of which existed in a fixed spot on a given level. When one player would kill the other player, he would then establish a position right near these items to prevent the other player from getting them, thereby exacerbating any skill deficit that existed in the first place.
We need to be consciously aware of this kind of power-snowball at work in our games and make sure that we're not actively working to make the problem worse, before we can figure out how to make it better.
|
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.