Grim Tuesday
Smash Legend
Link to original post: [drupal=3286]Strategic Item Design[/drupal]
Originally posted on the Game Maker Community by myself: http://gmc.yoyogames.com/index.php?showtopic=471399
Skip down to the TLDR if your lazy.
If anyone reading this has ever played any of the Super Smash Brothers games (competitively), then they should know all about the controversy among new players when it comes too items being banned. For those who haven't here is a brief run-down of Super Smash Brother's item system.
There are many different items in the Super Smash Bros. Series with different abilities. For example, there is the Bunny Hood, an item which temporarily increases speed and jumping height, or the Home-run Bat, a powerful one-hit KO item which takes a brief amount of time to charge up, or the Pitfall, an item which you can bury into the ground and trap anyone who walks over the place you buried it. In the options, you can choose which items are allowed to appear on stage, and how frequently they will fall. In game, the items appear a few IRL centimetres above ground level in a random position on the stage.
Items in the Super Smash Bros. series are banned in every single game in every single proper tournament for one reason. Chance. The place the items fall is completely random, the effects of some of the items are also random (Such as the Pokeball, which releases a random Pokemon) and many of them have quite game-breaking 1-Hit KO abilities. The counterargument for this banning is normally one of these three:
a) Random = Fun. The game should be played for fun, not competition.
b) Both players have the same chance of a good/bad item falling next to them. Therefore it is fair.
c) The game was meant to be played with items on, so they should be on.
Of course, the second one involves flawed logic, the third is a very weak argument, and the first is irrelevant when there is money or prizes on the line (i.e. Most Smash tourneys).
But this has gotten me thinking, how DO you fairly distribute items in multiplayer games? Fighting games especially.
Randomly giving away the items (as described above) is flawed as it bases the game more on luck than skill.
Rewarding a player who is doing well with an item gives an advantage to the player who is already winning, making it even more difficult for the losing player to come back.
Granting the losing player an item (sort-of like a mercy item) means that the player who is obviously better than the other one might still lose because the losing player got a lucky item AND made a comeback.
Having a set spot and time for items to appear in promotes camping and basically turns the game into a "capture the fort" styled game. Where first player to reach the item-spawning position has unlimited access to that item and can prevent the other player from acquiring it.
Finally, there is the items themselves. How do you create an item that actually involves skill to use, rather than a "sealed magic power in can" ability like the aforementioned Pokeball, where you just press A and gain instant advantage.
TLDR:
How do you fairly distribute items in games:
Random.
Mercy.
Reward.
Spawn Point
How do you create an item which requires skill to use and doesn't grant instant advantage.
Originally posted on the Game Maker Community by myself: http://gmc.yoyogames.com/index.php?showtopic=471399
Skip down to the TLDR if your lazy.
If anyone reading this has ever played any of the Super Smash Brothers games (competitively), then they should know all about the controversy among new players when it comes too items being banned. For those who haven't here is a brief run-down of Super Smash Brother's item system.
There are many different items in the Super Smash Bros. Series with different abilities. For example, there is the Bunny Hood, an item which temporarily increases speed and jumping height, or the Home-run Bat, a powerful one-hit KO item which takes a brief amount of time to charge up, or the Pitfall, an item which you can bury into the ground and trap anyone who walks over the place you buried it. In the options, you can choose which items are allowed to appear on stage, and how frequently they will fall. In game, the items appear a few IRL centimetres above ground level in a random position on the stage.
Items in the Super Smash Bros. series are banned in every single game in every single proper tournament for one reason. Chance. The place the items fall is completely random, the effects of some of the items are also random (Such as the Pokeball, which releases a random Pokemon) and many of them have quite game-breaking 1-Hit KO abilities. The counterargument for this banning is normally one of these three:
a) Random = Fun. The game should be played for fun, not competition.
b) Both players have the same chance of a good/bad item falling next to them. Therefore it is fair.
c) The game was meant to be played with items on, so they should be on.
Of course, the second one involves flawed logic, the third is a very weak argument, and the first is irrelevant when there is money or prizes on the line (i.e. Most Smash tourneys).
But this has gotten me thinking, how DO you fairly distribute items in multiplayer games? Fighting games especially.
Randomly giving away the items (as described above) is flawed as it bases the game more on luck than skill.
Rewarding a player who is doing well with an item gives an advantage to the player who is already winning, making it even more difficult for the losing player to come back.
Granting the losing player an item (sort-of like a mercy item) means that the player who is obviously better than the other one might still lose because the losing player got a lucky item AND made a comeback.
Having a set spot and time for items to appear in promotes camping and basically turns the game into a "capture the fort" styled game. Where first player to reach the item-spawning position has unlimited access to that item and can prevent the other player from acquiring it.
Finally, there is the items themselves. How do you create an item that actually involves skill to use, rather than a "sealed magic power in can" ability like the aforementioned Pokeball, where you just press A and gain instant advantage.
TLDR:
How do you fairly distribute items in games:
Random.
Mercy.
Reward.
Spawn Point
How do you create an item which requires skill to use and doesn't grant instant advantage.