neteng101 wrote...
Apl_J wrote...
-Its already established that value is subjective. That's in the OP, its why balance is so difficult. What I don't see is why having value parity is wrong.
Maybe you don't play RPGs very much? All RPGs have this element of variety, and there is no such thing as value parity. The idea is to unlock/find/obtain the best items/characters/weapons/powers/skills/etc... that is a very basic gameplay element in RPGs. Of course the Sword +5 Flame Blade is going to be better than your Sword +2, and once you get the Sword +5, you totally stop using/sell off/whatever the stuff that was made useless.
This is exactly what the obession is with the unlocking of weapons is in ME3, and how it draws the RPG side of the base to keep playing. They don't care about some stupid score, they just want to unlock the best stuffs so they could use it! And use it they will.
Even then, there is some attempt to balance things, so balance is not an unknown concept. A +5 Flame blade and a +5 Ice blade has different uses, but both make the +2 sword useless. But you cannot have absolute value parity. Then it just doesn't matter anymore to these folks, there's no more carrot to continue finding/unlocking new things.
A good point. If all weapons are equally effective, there is nothing really to care about unlocking /obtaining.
And for the record, I'm not against balance at all, in fact I'm a proponent of balance. But the devs have to balance the game in different ways, they have to balance class/weapons/powers with themselves and also with "fun" and they must balance all that with running a business. Take away that "wow I want that cool gun or class, can't wait to unlock it" and you take away potential $. That doesn't mean they should add in a weapon that kills everything instantly, but that the way the game is balanced now (and they continue to make small-ish changes for the most part) with some things stronger than others, is the way to go IMO.
If you're making a PvP game like say, Quake or Unreal Tournament, then it's all about balance, where winning is all about player skill and there is no RPG factor to it, and more importantly, no microtransactions/revenue based on obtaining bigger and better things.





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