I was originally going to put this in the KF2 forums, but as I kept writing I ultimately thought it would be better out in the general forums because it doesn't strictly apply to that game anymore. Plus, I wanted to see how others would react.
Recently, Yahtzee Croshaw (formerly of The Escapist fame, now employed by Second Wind Gaming) dropped a video that I desperately wish was longer regarding difficulty and how it applies to game design. If you're interested in all in that sort of design discussion, it's worth a look.
To sum it up, the main point posited is that games with what can vaguely be described as "RPG mechanics" such as level-ups, skill trees, etc. need to wrestle with two main points:
His main example in the video of the above point was Assassin's Creed: Mirage, with the primary focus (in short form) that AC:M gives you too many powerful tools but doesn't make the game challenging enough to warrant those powers. For example, one extremely powerful ability Basim unlocks is the ability to teleport around to four guards and instakill them. This is a cool ability, but the problem is that in a game based ostensibly based around using movement and the environment to your advantage to sneak up on guards, the "kill four guys" move effectively amounts to, at that point, skipping the entire mechanical flow/loop of the game (emphasis mine):
While I wish the video was longer because there's quite a lot of potential nuance squandered here, this stood out to me because it's very similar to the arguments many expert KF2 players have been making about KF2's swerve in direction and design, myself included. Namely, the fact that a few years after EA and official release, KF2 lost the direction the game was designed with in mind and the team started giving players too much kit that was too powerful while not keeping the challenge it needed to balance that kit, and the game suffered from it in multiple ways.
One of the main design principles of both mainline Killing Floor games was the emphasis on headshots. Most first-person shooters do this as a means of rewarding player skills, especially zombie-flavored shooters. Zed heads are smaller targets and thus tougher to hit than limbs/center-of-mass, but the reward comes from any given Zed's head having less health than the body by way of two independent health bars. Bodyshots kill, but headshots kill faster because they are harder to hit. Rewarding players for honing their mechanical skills is just good design. This is game design 101-level stuff: hard work and honed skills should yield better rewards.
KF1 strongly emphasized headshots as you increased in difficulties through large Zed punish mechanics (if you don't kill them quickly then the raged Zeds will almost certainly kill teammates), enforcing high body health on the trash enemies (most infamously the Gorefast being able to tank an entire M99 round to the chest but can barely survive hits to the noggin from the starting weapons), and by nerfing certain strategies in Hell on Earth also designed to push players to the more skill-indexed options (Crossbow damage nerfs, M99 being insanely expensive, Firebug crisping losing all its mechanical benefits).
In this manner, players are steered towards a certain selection of playstyles at the highest difficulties that emphasized honing mechanical skill; one-shot heavy weapon playstyles are made extremely impractical and This was a good thing, because high difficulties are by design supposed to test player abilities and that very much includes the base mechanics relevant to first-person shooters in general. If a Firebug was as equally able to kill everything as a Sharpshooter in Hell on Earth, that would be a huge balancing mistake because Firebug is much, much easier to play and thus players would have little reason to play the mechanically challenging perks when the easier ones still won just as handily.
So the system more-or-less worked: the easier difficulties were for players who didn't care about mastering the game's mechanics, and with some minor exceptions, the higher difficulties were for the players that wanted a genuine challenge to master what the game demanded of them.
KF2 started like this, despite some troubling early signs (*coughEAFirebugcough*). But it didn't last.
To keep a much longer post short:
If the entire point of KF's hardest difficulties is "hit heads to kill Zeds," then KF2 in its current state fails to even bring that across. Between the headshot resistant/immune enemies added post-launch and the insane powercreeping of weapons and perks that either do not have to aim and kill by body damage or will actually just shoot things for you (such as the Sentinel), I'd argue KF2 has an extreme problem with the issue of additions and such "actively removing the game for the players." The precision perks are currently the game's challenge mode on their own while the chaos perks just let you skip that pesky "skill indexing" part. And relying on players to just not use broken things to give them the challenge they would otherwise have is a fool's errand because the vast majority of people will use what's easiest and most effective, and that also conflicts with the fact that some players will be putting effort into the game to win while others will not.
Recently, Yahtzee Croshaw (formerly of The Escapist fame, now employed by Second Wind Gaming) dropped a video that I desperately wish was longer regarding difficulty and how it applies to game design. If you're interested in all in that sort of design discussion, it's worth a look.
To sum it up, the main point posited is that games with what can vaguely be described as "RPG mechanics" such as level-ups, skill trees, etc. need to wrestle with two main points:
- The game needs to get more challenging as it goes on
- The player needs to feel stronger as the game goes on
...to conclude my response to the Discord argument that started all this:
Yes, it is a prerequisite of any game that has RPG elements in even the vaguest sense that the player should get more powerful. But it is also true that the game needs to get proportionally harder if it wants to stay interesting. And there have been many big games lately that make me worry that the second part of that equation is being neglected.
His main example in the video of the above point was Assassin's Creed: Mirage, with the primary focus (in short form) that AC:M gives you too many powerful tools but doesn't make the game challenging enough to warrant those powers. For example, one extremely powerful ability Basim unlocks is the ability to teleport around to four guards and instakill them. This is a cool ability, but the problem is that in a game based ostensibly based around using movement and the environment to your advantage to sneak up on guards, the "kill four guys" move effectively amounts to, at that point, skipping the entire mechanical flow/loop of the game (emphasis mine):
Assassin's Creed Mirage's "auto-stab 4 guys" power particularly rubs me up the wrong way, because the game never gets challenging enough to counter it. But it also doesn't quite gel with the idea of "player gets stronger," because the thing about creeping around stabbing dudes is that that's the core mechanic of the game. The suspense, the timing, the strategising what order to take the guards out without alerting the others, that's the stuff that we're here for.
A power that just auto-stabs four of them isn't just making the game too easy, it's flat out removing the game.
While I wish the video was longer because there's quite a lot of potential nuance squandered here, this stood out to me because it's very similar to the arguments many expert KF2 players have been making about KF2's swerve in direction and design, myself included. Namely, the fact that a few years after EA and official release, KF2 lost the direction the game was designed with in mind and the team started giving players too much kit that was too powerful while not keeping the challenge it needed to balance that kit, and the game suffered from it in multiple ways.
One of the main design principles of both mainline Killing Floor games was the emphasis on headshots. Most first-person shooters do this as a means of rewarding player skills, especially zombie-flavored shooters. Zed heads are smaller targets and thus tougher to hit than limbs/center-of-mass, but the reward comes from any given Zed's head having less health than the body by way of two independent health bars. Bodyshots kill, but headshots kill faster because they are harder to hit. Rewarding players for honing their mechanical skills is just good design. This is game design 101-level stuff: hard work and honed skills should yield better rewards.
KF1 strongly emphasized headshots as you increased in difficulties through large Zed punish mechanics (if you don't kill them quickly then the raged Zeds will almost certainly kill teammates), enforcing high body health on the trash enemies (most infamously the Gorefast being able to tank an entire M99 round to the chest but can barely survive hits to the noggin from the starting weapons), and by nerfing certain strategies in Hell on Earth also designed to push players to the more skill-indexed options (Crossbow damage nerfs, M99 being insanely expensive, Firebug crisping losing all its mechanical benefits).
In this manner, players are steered towards a certain selection of playstyles at the highest difficulties that emphasized honing mechanical skill; one-shot heavy weapon playstyles are made extremely impractical and This was a good thing, because high difficulties are by design supposed to test player abilities and that very much includes the base mechanics relevant to first-person shooters in general. If a Firebug was as equally able to kill everything as a Sharpshooter in Hell on Earth, that would be a huge balancing mistake because Firebug is much, much easier to play and thus players would have little reason to play the mechanically challenging perks when the easier ones still won just as handily.
So the system more-or-less worked: the easier difficulties were for players who didn't care about mastering the game's mechanics, and with some minor exceptions, the higher difficulties were for the players that wanted a genuine challenge to master what the game demanded of them.
KF2 started like this, despite some troubling early signs (*coughEAFirebugcough*). But it didn't last.
To keep a much longer post short:
If the entire point of KF's hardest difficulties is "hit heads to kill Zeds," then KF2 in its current state fails to even bring that across. Between the headshot resistant/immune enemies added post-launch and the insane powercreeping of weapons and perks that either do not have to aim and kill by body damage or will actually just shoot things for you (such as the Sentinel), I'd argue KF2 has an extreme problem with the issue of additions and such "actively removing the game for the players." The precision perks are currently the game's challenge mode on their own while the chaos perks just let you skip that pesky "skill indexing" part. And relying on players to just not use broken things to give them the challenge they would otherwise have is a fool's errand because the vast majority of people will use what's easiest and most effective, and that also conflicts with the fact that some players will be putting effort into the game to win while others will not.
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