A game which encourages behaviors the target market enjoys will succeed & be a good game. One that encourages unfun behavior will not.
But what is fun?
A question that has a multitude of answers because, in the end, it is opinion.
A game which encourages behaviors the target market enjoys will succeed & be a good game. One that encourages unfun behavior will not.
But what is fun?
A question that has a multitude of answers because, in the end, it is opinion.
If you see the game as purely commercial, then yes. That's how you get games like Battle Royale Simulator, Football Janitor 20XX or Call of Battlefields XXVII.For a commercial game, it is defined by the collective opinion of customers and potential customers, as expressed in their reviews & buying decisions. It isn't hard to quantify objectively.
Okay.For a commercial game, it is defined by the collective opinion of customers and potential customers, as expressed in their reviews & buying decisions. It isn't hard to quantify objectively.
If you see the game as purely commercial, then yes. That's how you get games like Battle Royale Simulator, Football Janitor 20XX or Call of Battlefields XXVII.
It's not how you get BattleTech.
Cool.@Timaeus
And the ability to a game to create various ways for people to enjoy it is able to be captured and measured in the type of metrics I referred to.
And the whole profession of game development is about finding ways of improving these experiences (like rebalancing skills with undesirable impacts).
This stuff isn't beyond objective understanding. Whole industries & careers exist because more or less fun are things which can be measured & changed.
That's unfairly narrow of you.Its a for profit video game, not high art designed for 5 people to like.
If the target audience are turned away from it, that is a bad thing.
If you're calling something settled while there's still room for argument, you're doing science wrong. Science is all about finding expensive and difficult ways to conclude that you still don't really know what's going on.one person's opinion is another persons settled scientific question with evidence and argument to support it
That's unfairly narrow of you.
- The thing that sells best isn't always the thing that's actually most enjoyable. As I hoped you'd gather from the ridiculous list of buzzwords I threw into my last post, there are plenty of ways to make a commercially successful game without any of the things that will make you look back in ten years and say "yeah, that was awesome".
- There are other reasons to make a game than because you want money or consider yourself some kind of artist. What happened to "I want to make this game because it's gonna be cool"?
This is manifestly untrue. Even before we get into marketing (which is an enormous topic that has very little to do with what you're actually selling and how it compares to your competitors' products), people buy games that they think they will enjoy. The reality is often different, and only discovered after purchase.The thing that sells best tends to be what the most people find enjoyable.
This is manifestly untrue. Even before we get into marketing (which is an enormous topic that has very little to do with what you're actually selling and how it compares to your competitors' products), people buy games that they think they will enjoy. The reality is often different, and only discovered after purchase.
Are you seriously trying to tell me that if everybody pre-orders the next Grand Theft Auto game (for example), that whatever Rockstar comes up with will automatically be good, even before it launches, just by virtue of the pre-release sales? What if GTA VI launches, and it turns out that 90% of it is the golf minigame?
Still haven't lost either a mech or a pilot, and I'm not the only person playing that way and succeeding.
To top that off, people playing all Bulwark runs are often complaining about how boring it is to play that way, which is why it "needs a nerf", so it's not even as if the strategy is giving people what they want on top of that.
Sure, a redesign might save you the trouble of trying out the strategies that work so well for the rest of us, but I still find it sad that it may end up being necessary.
We'll have to see what Kiva came up with, but psychology, and sadly a bit of groupthink, plays a role here. Every time the discussion gets raised, a loud handful of people say "Bulwark is OP" and "Evasion sucks" and then people like me poke their heads up and point out that they don't play all Bulwark games and are doing just fine: the only buttons I haven't pressed on my hard ironman run are the grind (5 pieces) and lethality buttons (I don't lose pilots, and the surivival rate if I ever do is low enough it's more of a fun surprise than a core mechanic). Still haven't lost either a mech or a pilot, and I'm not the only person playing that way and succeeding.
To top that off, people playing all Bulwark runs are often complaining about how boring it is to play that way, which is why it "needs a nerf", so it's not even as if the strategy is giving people what they want on top of that.
If the maths says one thing, other people's actual experiences are telling you the same, and your own experience is often telling you that there's something wrong with how you're playing the game, isn't it high time to start to wonder whether or not you've got enough reasons to change your mind? Sure, a redesign might save you the trouble of trying out the strategies that work so well for the rest of us, but I still find it sad that it may end up being necessary.
Look, my goal **really** isn't to get you to give up on bulwark. If the gameplay feels great for you, then, damn, I'm more than happy. This game is a beaut and the more of us who are playing it the better. I am just worried about the bigger picture here, where people come to these forums to find out about strategy and all of a sudden they're bombarded with suggestions of how to play that just get in the way. LRMs were great (and still are)... but they were far from the only reasonable strategy before 1.1 and certainly aren't now, but the sheer weight of comment was leading to people actually commenting about how they weren't enjoying the game because of the strategies everyone kept proposing.
The long story short is:
Bulwark is not overpowered, neither is evasion.
But evasion in my opinion is very one dimensional.
You really need a lot of tactical insight to get the most out of bulwark and IF you have that insight, it is far from a boring skill. It is probably the skill that makes you think the most.