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Ronyn

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#19
@Beemann This is an interesting discussion. :)
Untrue. Personal expression is hindered by low depth. ....
To say that without choices you limit personal expression is absolutely true. Understand that choice can come in many forms. As an example: A single weapon with multiple ways to use it OR a large variety of weaponry from which to select. Both are forms of choice. Both can potentially allow for expression. Both can be representative of a systems depth. That is what I am talking about.

I do understand what you are getting at though. Your core concern here. The type of system where there are tons of options but some are so much better than others, at the end of the day, only a few of the options are ever actually used. Essentially meaning there arent many REAL options after all. yes that does sound bad. Indeed some games with more open customization systems fall prey to that. I am not suggesting that doesn't happen at times I am suggesting that a game doesn't have to.
Just as some games with class based systems don't find solid balance either.

Additionally, your chess analogy is poor......
I think chess is a poor analogy for this conversation all around but I went with it. lol. For whatever it is worth my chess analogy illustrated that creating the combination of pieces and knowing their individual moves does not mean you know every way they will be used in concert. So you won't know every potential strategy in the game, which combos will be stronger or weaker, etc. In other words: Knowing every variable going in does not negate the unpredictability of what comes out. To get to that point takes play time.

It is not, however, a solution to the problem I proposed.
It is a solution to that problem, if you take the same principal to it's logical conclusion throughout the whole system. As in, every piece of gear has both advantage and disadvantage. In such a system the idea of "optimal" is difficult to reach. Because what you gain from X you loose from Y.

In such a system slotting a "weaker" ability serves a purpose if you built yourself in a way that conserving power for abilities makes sense. Each ability does not need to be entirely equal in every way, it simply needs a reason to exist in ones build.

Think of it like one of those highly successful card game where stronger cards cost more resources tan weaker cards. Each card isn't apples-to-apples "just as good" as every other but can be an integral part of ones personal deck. Sometimes it's about fitting into the economy of ones overall loadout, sometimes it's about the synergy with something else slotted. The give and take, the high cost and low cost, the various classing of items, gear and weaponry...can all act as dials to create a form of balance.

The trick to that though is keep it simple where you can. What do I mean by that?
In armored core tank treads arent better or worse than reverse joint legs. They are different, ideal for certain build directions and not others. Depending on who you ask or what mission you are playing one style will prove to be the preferred choice. It's a good system.

Where balance goes off kilter is in the granularity. The 25+ different versions of tank treads and the 25+ different versions of reverse joint legs. That is where the clear "better and worse" versions of each reveal themselves. But that isn't because the system is free in letting you choose the legs you want, its because the system got too darn granular. It took solid classes of legs and added on a bloated system of numbers. (mostly to add vertical progression btw) I am certainly not championing bloat, I am however, a big fan of letting those larger choices that can define playstyles be more freely swapped than full on "character classes". At least for a game like Ember where it's about open world PVE.

That is not to say I don't like character class based games as well. The point is that I am a fan of both. I believe that both can and do work, just as both can and do sometimes not work. What I am trying to avoid here is an automatic dismissal of a "class-less" system based on the perception that it's too hard to balance to a solid degree for the team involved.

Re: perfect balance
This is ultimately reframing the argument. I did not suggest that a class based system allowed for perfect balance, but rather is inherently easier to balance by virtue of having fewer permutations to worry about....
I'm aware of what points you have been stressing. My talk of perfect balance was not re-framing the argument, I was clarifying a point I made earlier about the ongoing pursuit of balance. It was but a single piece out of this larger discussion.

The concept of adding new things to reinvigorate the meta is only really necessary when your game doesn't have enough depth to it. When most of your game is learning what the right options are, you have to keep changing the solutions or people will get bored
"necessary" is an interesting choice in word here. A game like LOL has become extremely successful in part due to reinvigorating their meta consistently. I would not say that game lacks depth. Alternatively team fortress 2 has done quite well with minimal additions over the years. I would not say that game has more depth or less than LOL, its just a different kind of depth.
Honestly I don't think there is just one way to go on how to keep a game going strong.

You say, in a thread about one of FireFall's customization systems. In what way is another take on a customization system not an iteration, short of being extremely nitpicky? Nothing suggested or discussed so far has not been definitively iterative or the reuse of an old idea.
Oh. I though the conversation between you and I was more about the broader concepts of class based verses classless systems. Perhaps it was my mistake on that.
 
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Ronyn

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#7
There is no sign that the hard driver mode is being considered for monetization at this time.
 
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Ronyn

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#17
I don't see why you shouldn't. Persuasive speaking and argumentation are an important part of testing and strengthening the positions you have.
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My argument directly stems from such games
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each of these games, they are not built in a vacuum, and are not incomparable to other titles.
The above three points put together say it best. You are open to hear me out but you have already come to a decision based on your own personal experiences. This conversation, like the games we discuss, do not exist in a vacuum.
This discussion is largely about which games each of us has played and what we feel we learned from them. So the best I can hope for is to tie my words to some experiences you have had.

I don't want to turn this discussion into a dissection of warframe ( I feel much of it's approach to balance is heavily flawed actually) but it seems to be a good example of something we have both played so I will refer to it when I can.

As I expressed in an earlier post, there is a push and pull between choice/expression and balance/simplicity.
You are right that a mirror system is indeed the most balanced version of a system but then it lacks in choice and personal expression. Likewise a system with complete freedom of choice and expression would be nearly impossible to balance to a reasonable degree. Both are important parts of the equation to making a fun game. One must find a reasonable point in between the two extremes.

To clarify a point, a game like Chess may have little to nothing unknown now but it's not to say the creator of chess knew every potential outcome of a game. It is far more likely that the various strategies developed over time. Such a game may be considered relatively simple in terms of moving parts but even it had outcomes the creator would not have predicted once people started playing them. When it comes to that moment when the game meets the players hands, knowing all of the ingredients going in does not guarantee foreknowledge of everything that may come out. Playtesting remains a needed element for understanding.

Now it is true that the more variables you are working with the larger chance something unpredictable will happen. Which can serve to make a so called classless system confusing. So many different possible combinations. At the same time, it's also true that when looking at a single ability that is always part of a pre-set kit it can be harder to distinguish what that particular ability, in itself, would need to be made viable and comparable to others. There is a certain clarity in opening the floodgates on choice and seeing what gets selected. Each system has it's advantages during the learning and testing phase. Each system has it's fans and it's protractors within the professional gaming community. There is also the issue of alternate forms of classifications which I will dig into later on the post.

To use the "more variables means more work to balance" argument as a basis to say that "Ember is being made with a small team so it should stick with classes" would be far too over simplified. Like I said, and this was important...when it comes to how to balance things there is not a consensus among those who make these games.

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What I mentioned about objectives having so much to do with the roll balance (particularly as difficulty increases) is demonstrably true in practice. In fact it is quite present in the example of Warframe. Depending on the mission type, things like Crowd control, damage output, movement speed, personal resilience, etc will become a primary or background attribute. This is most obvious in the more unique expressions of these mission types as displayed during certain events or rank up tests. It is why there is such a meta about what frame to take for what mission types. That exists alongside the obvious a meta about which frames are better vs worse overall. (Ex: Valkyr is FAR better for survival than defemse. Frost adds little to capture but is awesome at defense)

Also, if we look at the shooter genre as a whole, there are plenty of situations where the differences between ranges makes a huge difference in the ability to complete a mission. Most of us have experienced missions that are far harder without grabbing that sniper rifle, or missions that are way more troublesome if you don't grab the shotgun. etc. The terrain and enemy type alone have proven to shift the ideal loadouts in dozens of games. In action shooters even within the concept of "dealing damage", there are many ways that can be expressed. As such there are often multiple rolls for it.

Then there are various pvp based examples in games. Like, say, tribes ascend CTF. In that mode capping speed (and so the old pathfinder class) is far more integral to the team than it is in a mode like deathmatch. Objective effects roll balance.

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You say that in a class based system you can force drawbacks. You're absolutely right. Which, funny enough, is my problem with the so called "class-less" system terminology, as it is largely a misnomer. While a system may not feature "character classes", it may still feature classes of items or gear. For example, in the armored core series the legs you choose come with some rather prominent advantages and disadvantages. Tank treads allow you to fire heavy weapons while moving when any other type of legs requires that you stop in place to fire. The draw back is tank treads are rather slow and have a poor flight ceiling. That is a clear and profound drawback to go along with it's unique capability. Essentially, there are "classes" of legs that a player must account for. Like you said, with a class system you fan force drawbacks.

The idea of gear or item "class" based drawbacks is important to apply to the so called class-less systems.
To use warframe as an example again: You mentioned Nova's 1 power not being selected if folks could avoid it. I do not disagree. That begs two questions.
1: If it is so clearly a weaker choice why isn't it adjusted? Is there some reason why keeping some powers practically un-used (widely considered a waste of energy) makes sense in a class system? I don't believe so.
2: If we are talking about a "class-less" system, would there be a reason to put sometimes a weaker power in certain slots? The kind of thing that could be enforced from a gear based drawback? I believe there could be.

Questions like "would a person use a debuff over straight damage?" depend on the specific debuff, the specific enemies, and the potential advantages based on hypothetical team compositions.
Questions like "Why would a person take a shotgun if they could take a rocket launcher and it was simply better"...I'd point out how many shooter games have solved that issue by not making one weapon better than the other by smart limitations. Commonly stuff like limited ammo available for rocket launchers.

Alternatively a game with character classes may still allow customization without the proper drawbacks between classes that can homogenize the differences down below where they should be. Which, I want to stress, I do not feel warframe is a good example of balance in general.

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To my earlier statement about balance being "an ongoing pursuit in any system". To be clear, that was not meant to be an absolute statement that all developers keep on trying to get it. It's more of a general understanding that balance (as in "perfect balance") is likely to never be achieved. To seek it would be an ongoing pursuit, but one can certainly just stop tweaking and go with what you have. As I also mentioned, balance doesn't need to be perfect it just needs to be close enough. Take just about any of the games that have had a competitive scene for many years yet remained unchanged, it's not that the developers generally think they achieved perfect balance. It's that it is close enough to provide an enjoyable competitive experience.

While it is true that not all changes to games are based on balance, as there are many reasons for just about anything, it remains true that perfect balance is more of a pursuit than a reasonable destination.

Speaking to hero games in particular, the developers of games like LOL have repeatedly stated that they make many changes for the specific purpose of achieving a better (or more appropriate type of) balance, only then to have to do it again and and again and so on. The addition of a new character or item may often exist to alter the meta at least in part, but the response is still often the need to re-balance things. Since we are talking about balance in Ember (a persistent world game) the same basic concept applies. Add something to reinvigorate the meta, other things may need to balanced in response.

Which reminds me: Content doesn't have to be entirely trivial to allow success with sub optimal builds, it just has to have a wide enough margin for error that a potential skill variance can over take it. Realistically a designer can never fully account for variance of player skill in a skill based game, there will always be certain ends of the skill spectrum that find difficult what was meant to be easy, and find easy what was meant to be difficult.

and saying "another iteration of the same system" is unfair IMO.

In short-
Objectives being integral to roll balance has long-since been proven true in practice.
The concept of "classes with drawbacks" can be applied to many systems not just character class.
Different developers approach the question of balance differently and hold different opinions on it.
Balance and expression are both important but push and pull against each other, a game must find a mid point between them.
 
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