Balancing Brink
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Topic: Balancing Brink
Posted By: Milly
Subject: Balancing Brink
Date Posted: 15 Apr 2011 at 1:36pm
As it prepares Brink for release, Splash Damage explains how it's designing the fun in and the unfairness out.
With
games becoming ever more complex, ensuring that every element works in
concert is increasingly important for developers. The buzzword for this
fine tuning is 'balancing', of course, but what exactly does this vague
term mean? We spoke to Splash Damage lead designer Neil Alphonso and creative director Richard Ham to find out how they approached the task with upcoming team shooter Brink, how you go about catering for new and experienced players alike, and how to encourage teamplay.
Do you have terms internally to describe aspects of balance? Neil Alphonso:
We have high goals in terms of balance. It's a goal not to have one-hit
kills, which has proved tricky to work out. We want everyone to have a
good time, and not be victimised. To have people feel they have a chance
to defend themselves.
Richard Ham: We borrowed
terms from MMOGs, like under- and over-powered. Our main testing
development has been playing it. We look at abilities that are getting
used, and abilities getting used too much. You look at the testers,
because they play it most and use the most powerful weapons and
abilities. It's about listening to feedback. It takes months and we've
been working on balance at every step. We've inherited this very
sophisticated system from Quake Wars that allows us to tweak
individual things from day one. One term we use that's extremely
important to the game is 'necvars', text files of values that we can
change locally, upload to a server and then it gets automatically
dispersed through the world.
NA: This is how we
update the game very quickly. We have a very limited set of people who
play the game, and it's always been a concern that we're tuning it to
how we play. It's a potential failing in previous games from the studio,
in that they're a bit hardcore. This allows us to track statistics when
the game is out in the wild, and updates stuff really quickly and
cheaply. Adjustments are accompanied by patch notes, explaining why such
and such a weapon was reduced. It allows us to iterate very quickly.
RH: Do not expect Brink
to be a closed system where you buy the game and that's it. We want to
engage people in a dialogue, problems they run into, bugs they've
discovered. That way we can be responsive to what players feel they need
from the game, and it's very exciting for us.
What kind of metrics do you use to compare, say, a medic's
ability to heal himself, with the merits of an engineer who can hack
turrets? NA: We don't use a metric for
that. We use our experience and playing it a lot. It's difficult but not
impossible to put a metric on that. We've buffed and debuffed abilities
so they fall within certain brackets.
RH: And
through 'necvars' we can continue to do that. This is subjective stuff.
Even if we could find a perfect equation that truly expresses the epic
purity of balance in all of our 58 different abilities, players would
still call bull**** on it.
NA: One of my favourite
quotes is from Rack Foster, who told me once that in an MMOG a game is
perfectly balanced when everyone is complaining equally. Some people are
that way.
RH: There are some abilities in the game
that are better than others. We knew that, and there's a number of ways
to address that. 1) It's hard to argue against an ability that makes
your life meter 15 to 20 per cent longer. That's good in any
circumstances. We made that the first ability that you could get. It's
available to everyone. Anything that we identify as generally more
powerful we make as widely available as fast as possible. As you get
higher up the ladder of abilities, we focus on offering more options in
combat rather than more power. Players can that way tune their play to
particular abilities as they get more experienced. If they have, say,
high-level hacking abilities, they can start hacking away at enemy
turrets. Some players will say those abilities are rubbish because they
don't let you kill anybody directly, and if that's your attitude then
don't buy the abilities. It's about making sure every ability has its
rightful place in combat. It's about tactical complexity. The abilities
are less intuitive as you get higher up the ranks. More delays, and more
emergent stuff that wouldn't have an obvious use for new players.
What about the low-level abilities? Are you trying to manage them differently to, say Battlefield, where medics couldn't get a defib unit at the beginning? RH:
Our medics will be able to heal from day one! We tried to make it
simple. Every time you level up you get one credit, which can buy one
ability. Our abilities are spread over four categories. Soldier,
Operative, Medic, and Engineer. Then there's a fifth category called
Universal. You can use those no matter what class you are at any time.
They are the things like making the life meter longer. Things that, no
matter what, they're truly useful and simple meat and potatoes things.
All the classes have everything you would expect. The bases are covered,
and in the first few levels you have access to just these abilities. We
have five ranks. When you get to rank two, we start to introduce you to
the class specific abilities. When you hit rank three (level 10), more
interesting stuff comes up, and you start to see a layer where it's
about how one player can best another player. As you go higher up the
ranks you see more interplay between the various things. By that time
players have got the basics and understand how to play the game, which
keeps giving as you get higher.
NA: The people who
are pretty good in the office can hit that first rank in nearly one
match. The only people who are going to have trouble levelling up are
people who are holding the controller upside down. It's built into the
system to take player skill into account.
Do you see players tend to build up a class before moving on to another? NA:
It depends how people are playing. If you're playing with friends then
the characters get to be more specific. People specialise in team play,
like clan players and competition players do. If you're playing on your
own on the the servers you probably want things to be more spread out.
That's one of the reasons we have ten character slots available for
people who like creating characters. You can have all sorts of
customisation combinations. We didn't want to make levelling up a grind,
we wanted it to be fun, so people try new things.
RH: It's a perfectly respectable design tactic that engenders long-term play. Brink
is a very fluid game. In any given mission you could find yourself in
situations where you need to change class in the middle of a mission to
something you normally wouldn't do, only because the players in your
team aren't stepping up to the plate. You need to be responsive to
players at any given time.
Can you give some examples of things you've tweaked or changed? RH:
The ability to change from one character class to another immediately
springs to mind. One of the key abilities of the operative is satchel
charges, a great thing to earn. We then decided to move the ability from
operative to soldier. It had a nice thematic feel as we were pitching
the soldier as the master of destruction. That's one example of the
tweaking we've done over time. But that was more a thematic tweak than a
balance tweak.
NA: That was me interpreting
Richard's design and tweaking it for overall balance. We also cut about
30 abilities. They were increased modifiers on existing abilities, which
for me wasn't all that interesting as a game choice for people. It also
made the game inherently harder to balance.
RH: I
agreed with that cull. It was just kind of like filler. It's not
implicitly interesting. We had so many interesting class-specific
abilities that I was happy to cut those out. They also had negative
stuff related to them as well. Now we just have a couple left that
increase the core abilities to make them more interesting for high-level
tactical play.
NA: Something we've had a lot of
feedback on from the team is the damage of weapons. If we got in an
arm's race, raising everything up, we'd turn it into more of a Call Of Duty-style
game where it's about spotting the threat and firing off to neutralise
it. We didn't want to do that. With our cool movement system, I've
always thought it would negate that if you don't have time to react. So
we've gone towards the Halo-model of damage, I suppose, but I personally compare it more to Quake,
to hitting jump pads and being in the air. I look at it as bringing
more things down to baseline rather than boosting things up.
RH:
You want players to feel powerful, but not to the detriment of other
players. For us, it's a really fine balance between giving a game that
feels powerful enough to put the bad guys down, but gives the other guy a
chance to respond and make evasive manoeuvres. It's about trying to
find the fine line between classic Counter-Strike-style one-hit-kills and having players be balloons of health that never die.
NA:
We have many systems that work in conjunction. So if you're talking
about having a weapon that does damage to someone, first you have the
factor that it's a team game and also the abilities, like turrets and
mines, plus melee, all on top of shooting. It's a combination of these
things that will normally bring somebody down.
RH:
One of the things we perhaps took for granted is that if we make a game
good enough that people are going to stick with it, it doesn't matter
how hard we make it - people will master that gun. It then becomes a gun
to use to take anybody down. That's a danger we have to worry about.
Is it true that you avoid making overpowered, less popular tools? NA:
Yes. Fortunately we have 24 guns. Our sniper rifles aren't like
traditional ones where you can just get somebody in your ironsites and
boom, they're dead. We don't even call them sniper rifles, we call them
long rifles, so we don't send that message. Fanboys of sniper rifles
might think it a ****ty gun, but it can still take heavy-armoured
players close to death's door with just one shot. So it's still good.
You just have to switch guns to finish a guy off, and that's a tactic
you don't often see. It gives the player something to master, and gives
the victim of that exchange a situational awareness of what's happening
so he can possibly evade it.
What about classes? If you see a particular class being unpopular, is the solution to power it up? NA:
There are other things we have to look at because the classes are
linked to the maps. We can look and see if certain classes are
dominating the map, and manipulate some of the values, timers, spawn
rates to correct that. I suspect the best shooter players will be the
best soldiers, so just because the soldiers are killing the most people
doesn't necessarily mean they're overpowered. So we have to look at the
overall experience and the usage of abilities. So if we think medics are
using self-revive too much, we can slightly adjust the cool-down on how
long before you can use it again. Little things like that.
RH:
If we find that operatives aren't getting the same love as other
classes we can use those necvars. They're so powerful. Patches are a lot
of trouble, with beta testers and certification, and time-restrictions
on how many you can do. But with these you don't have to touch game code
at all. We can fix problems reported to us in just one evening. We've
hundreds of necvars we can play with. Say, how much damage you do with a
certain bullet, or the spread radius of shotguns. Cool-down times.
Speed of reload. For that last one we just change a value and the game
automatically plays the reload animation faster. We're really pleased to
have it in Brink. And it works best when used in concert with players.
You said the classes are tied to the maps. Is that due to the new unique missions for each class? NA:
That's exactly it. For any stage in the map you'll have primary and
secondary objectives that will require a specific class. In container
city, if you don't have a soldier then you're not getting past the first
objective.
How hard is it communicating that necessity to players? In Battlefield Bad Company, for example, you frequently find people standing at the back sniping and not doing anything. RH:
It's definitely something we work hard at. We didn't necessarily get it
perfect in every case, but our main goal was to ensure the information
is available for you if you need it. If you ever find yourself in a
situation in the game where you don't know what to do, bring up the
wheel, and it will make things very clear: it shows the most important
thing your team needs to be doing right now. If you find your soldiers
aren't getting to their destination and you bring up the wheel, you'll
be told to escort those soldiers. If you're ever at a loss, the wheel
will give you clues. It's a huge part of the system, giving the
information to players when they want it. Not forcing it down their
throats. We definitely want to support the idea that you play the game
in the way you want to play. If you want to you can do very well in this
game without ever firing a shot, by being a medic, say. By not drawing
attention to yourself you can stay alive longer and heal your team mates
more. That's a smart tactical decision to make.
How do you feel about games that bring match players together based on rank, or those that don't have any ranking at all, like Battlefield? RH:
We do take a different approach to matchmaking than most games. We
don't think that approach of ranking always works, because at some point
you'll come up against someone who is just better than you. We match
people based on their character level. What we find frustrating is going
into a match and having someone walk all over you because of their
levelled-up state. You wonder why you're fighting against superman. It
makes no sense. So every time you go up a rank, you'll be matched with
people of that rank. It creates an interesting dynamic. You get into a
rhythm where you know how everything works, until you hit a new rank,
and you're in an entirely other game that you didn't know existed. It
keeps you coming back for more.
NA: It makes it
easier to balance, as you've got people of relatively the same power
level. But you can opt out of that if you're a player who's gained
confidence over years and doesn't care who they come up against. The
most important thing in matchmaking is the quality of your internet
connection. We don't use dedicated servers for consoles, it's peer to
peer. The person with the most upload bandwidth is king.
RH:
It always comes back to the idea of letting the player play the way
they want to play. It's inviting. We want people to feel they're
contributing to teamplay in a way they couldn't in other games.
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Replies:
Posted By: BAIN
Date Posted: 15 Apr 2011 at 3:20pm
blah, blah blah, blah. just give us a damn beta.
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Posted By: Sephiroth_V7
Date Posted: 15 Apr 2011 at 3:26pm
Didn't read it all cuz i get a.d.d. but no headshots? :(
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 aka - priebe69, DEEP_BrokeBack, GOW_AftaBirth
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Posted By: Milly
Date Posted: 15 Apr 2011 at 3:36pm
I don't think that its no headshots. I think its no full life headshots kills. But thats just a guess.
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Posted By: Sephiroth_V7
Date Posted: 15 Apr 2011 at 3:41pm
Still, i wanna drop them after i headshot them lol
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 aka - priebe69, DEEP_BrokeBack, GOW_AftaBirth
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Posted By: ThAtSmAtT
Date Posted: 15 Apr 2011 at 6:06pm
ive been reading all the posts nmade about this game as well as the vids and i think this is a huge underdog and is seriously going to be a great game... cant wait for it..... fast movement, not one kills shots, switching weapons to finish someone off.. kinda like ut3 but not arena style lol... a game that truely promotes teamwork while being able to show off individual skill and a game thatll be skilled based but newcommer friendly... liking the sound of this game
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Posted By: JPINATOR
Date Posted: 16 Apr 2011 at 2:50am
Yeah I've been worried that this was going to be like COD or KZ3 but I'm liking the sound of no one-shot kills. Still kinda upset that they have no female characters to choose from, stupid.
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Posted By: Heavenly_tRiNiTy
Date Posted: 16 Apr 2011 at 7:26am
"How hard is it communicating that necessity to players? In Battlefield Bad Company, for example, you frequently find people standing at the back sniping and not doing anything."
"How do you feel about games that bring match players together based on rank, or those that don't have any ranking at all, like Battlefield?"
Talk bout bashing a game should rename Brink Betterfield Brink Company - I luv BBC2 but tbh the sniping sh.it ruined it so Brink r wise to go in a different direction to COD, KZ and BBC, not having sniper classes should make it more action based but u cant have large maps, expansive landscapes imo.
------------- Cos I'm Wonderman...I'll take that knife and shove it up your a$$!
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Posted By: Milly
Date Posted: 16 Apr 2011 at 10:23am
I dont think youll have to worry about wide open maps. They may be big but i highly doubt there will be many open areas. This all takes place on the Arc. A run down man mad island that has turned in to a war zone between security and resistance. Its goin to be a lot of close area fighting.
Even with out seeing an maps or modes yet, if they are really thinking this game out there would be no way they would have open areas. They are really pushing this freedom of movement which is parkour. Parkour needs a lot of random thinks just placed everywhere. Open areas would completely go against what their trying to make a main focus of the game. There will be a lot of small gaps, openings, cracks, and anything else you can think of to make there be 10 dif ways to get to the same spot.
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Posted By: Milly
Date Posted: 16 Apr 2011 at 10:30am
Here are 2 places they have said this will take place so far. This should give you a good idea of what the maps will look like in these areas. A lot of buildings, ledges, rails, steps, edges, roofs, boxes, containers.... ok you get the point.
[TUBE]WRUcr_L2txg[/TUBE] [TUBE]vhKEbljz694[/TUBE]
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Posted By: BAIN
Date Posted: 16 Apr 2011 at 11:49am
blah, blah, blah, blah. still waiting for a beta/demo. LET US PLAY IT!!!!!!!!!!!!!!!!!!!!!!!!!!
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Posted By: Milly
Date Posted: 16 Apr 2011 at 12:40pm
Bain should we just stop talking about it and trying to create some buzz because theres not demo/beta yet? if itll will make you feel better i will... ok well ill try anyway. i would like to know when there will be a beta/demo but know word yet, and i want to know what modes their goin to have too.
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Posted By: BAIN
Date Posted: 17 Apr 2011 at 9:56am
lol. i'll stop.
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