What makes good balance - What will attract more players?
I've been in the gaming scene for along time i've been playing games for since I was in elementary school. As of right now I am someone who has just graduated out of high school a few months ago and i've been looking for work but not finding much. I have a calling that tells me that I want to work for a video game company as a Producer or someone who can work on game balance and has no idea where to get started. But just to move on I am writing this as I want to have a open discussion on ways we can improve sins its a game I care about and want to see work.
Lets look at other popular games for now Starcraft 2 and League of Legends are both popular games right now. They both have a huge competitive scene with shoutcasters (Day[9], Phreak, Jatt, Husky) a sort of voice for the community. Sins has virtually none any new player who has played this game cannot go onto youtube and look up "How to play as the TEC" because their is virtually no guides(If you type in how to play Protoss you'll get thousands). Matchmaking is deceiving look at both games league of legends and starcraft in both you have one account for which you can distinguish yourself from another person for example look up HotshotGG on league of legends he is a famous player almost everyone who has watched a league tournament knows him, the same could be said for Whitera(A starcraft 2 player). The same cannot be said for this community their are alot of people who have no idea who Auqia is despite being a professional player.
What I have listen right their are three major problems that don't involve balance that are a huge problem that effect the popularity of this game.
Checkpoint
- We have no voice, no shoutcaster and no tournaments worth noting.
- Along with no voice is no education, the tutorial is poor, and their is no youtube community to counteract this.
- Poor matchmaking in which anyone who has an ICO account can make multiple profiles, this is bad as it leads to anonymity and smurfing.
Some of those problems can be fixed "easily" I see SINS as a sort of experiment that will lead into SINS 2. Stardock wants to see what works well and what doesn't I like this approach to be honest as SINS 2 will be much more organized and have an identity. But what is it that will fix said problems above, it isn't Stardocks fault for lack of tournaments exactly even if they were to include a tournament setting the community is to small. This is understandable and without tournaments it makes shoutcasting very difficult as a wide array of replays are hard to comeby.
But education is something the players can take into their own hands, anyone of us could open up a youtube channel and perhaps make educational videos on how to play SINS I have thought about it and I want to do it I just don't have the technological know-how. But it has crossed my mind, we need to help newer players find an understanding for the game.
Poor Matchmaking however is something that Stardock will have to fix. It could be in Sins or Sins 2. But we need to give our players identities individual profiles that shows our statistics, achievements(I just found my first space pony yesterday to bad I can't show anyone), our preferred race things like that. People like having cool things and medallions to show off to people. But if you have no identity you cannot do this.
This game has HUGE potential and I want to see it work out but it requires effort on our part and stardock to make this happen. I hate logging on at 11:30 in the morning and seeing nobody in the lobby to play with. But lets move onto my next topic I would like to tackle down the things stated above are things that will attract players. But good balance and a clean setup will attract people as well.
And what I mean by this isn't "nerf Phase Missles, imba". These are game balance problems that effect PvP directly(Although I may discuss this a little bit). What I mean is poor game balance is things such as noob traps or waste. Something like Resource Focus it sounds great on paper but in reality it is just terrible we dont want things like that in the game it needs to be removed or reworked(This has worked in other games I point to League of Legends old "malady" was a redundant item that was considered useless so it was reworked and SC2 I believe next expansion they are removing the mothership for its uselessness). You need to get rid of the slack from this game or rework it.
Another example I would like to present is artifacts I LOVE artifacts they add real flavor to the game, but its difficult to choose between should I research more tech and build a army or maybe I should look for artifacts and HOPE I get something. Randomness(Or RNG system) is a very difficult trait to use in RTS's because it goes outside of Macro and Micro(The ying and yang of RTS's). I like the idea of Artifacts but RNG is bad, fix this by making a planet perhaps always have something on it but 75% of the time its something minor and maybe 25% of the time its an artifact(of course the numbers would be different).
As for direct balance I think a way to attract players would make late game come sooner. It takes so long to get those massive armies up and operational this has to do with upkeep and credit income. Honestly for upkeep I think it should be lowered late game it just takes a huge amount of credits that you could have. And as for credit income this is done through, upgrading your planet, culture, and spamming trade posts. I want to go off on a tangent here and say I HATE trade post spamming it doesn't feel right this game is based on a large amount of realism and I find spamming trade ports to be kind of cheesy, my first online game I got the eco spot and I had no idea spamming trade ports was optimal, that is a huge burden of knowledge mistake.
"Burden of Knowledge
This is a VERY common pattern amongst hardcore novice game designers. This pattern is when you do a complex mechanic that creates gameplay -- ONLY IF the victim understands what is going on. Rupture is a great example -- with Rupture in DOTA, you receive a DOT that triggers if you, the victim, choose to move. However, you have no way of knowing this is happening unless someone tells you or unless you read up on it online... So the initial response is extreme frustration. We believe that giving the victim counter gameplay is VERY fun -- but that we should not place a 'burden of knowledge' on them figuring out what that gameplay might be. That's why we like Dark Binding and Black Shield (both of which have bait and/or 'dodge' counter gameplay that is VERY obvious), but not Rupture, which is not obvious.
In a sense, ALL abilities have some burden of knowledge, but some have _a lot more_ -- the ones that force the opponent to know about a specific interaction to 'enjoy' the gameplay have it worst.
Good particle work and sound -- good 'salesmanship' -- will reduce burden of knowledge (but not eliminate it). We still would not do Rupture as is in LoL ever, but I would say that the HON version of Rupture, with it's really distinct sound effect when you move, greatly reduces the burden of knowledge on it.
In summary, all mechanics have some burden of knowledge, and as game designers, we seek to design skills in a way that gives us a lot of gameplay, for not too much burden of knowledge. If we get a lot more gameplay from something, we are willing to take on more burden of knowledge -- but for a given mechanic, we want to have as little burden of knowledge as possible. "
Checkpoint
- Cut the fat from the game their is a lot of unneeded parts to this game, economy makes sense with Trade Ports and Culture. But then adding refineries and resource focus while a seemingly good idea falls short because lots of trade ports means lots of credits which means black market deals.
- Remove the RNG elements to the game I don't mean abilities such as Vertigo, Vertigo makes sense. However artifact researching doesn't. its almost always hit or miss.
- Getting to late game faster will help, as it will quicken the pace of the game I suggest increasing gains from planet trade, tax, and perhaps buff culture with every upgrade. I also recommend decreasing upkeep cost to perhaps the amount you acquire with upgrades to mining/trade. Or similar.
- Burden of Knowledge one reason I say buff trade income is because I purpose the removal of trade port stacking, its not something that is used through intuition it is something that has to be taught.
We've covered a lot here I think the bulk of this text is just ideas from myself its nothing official but it is something I hope people would heed and take attention to especially stardock. I WANT to see this game succeed and I hope my opinion is taken into consideration their is also a lot of smaller things that bug me but this cant be overlooked as they are small such as the late game cost of tech is very difficult to achieve when you have high upkeep. But if anyone is interested in starting a program to help increase the communities awareness of this game and create youtube guides or something let me know:D