Half Life 2 as an 80’s Movie.
 

Half Life 2 The Movie.

How Ep. 2 poster may have looked in 1985.

 
Halo Reach continues to impress.
 

Halo Reach Multiplayer.

Reach out and feel the love in ViDoc2.

 
Review: After Burner Climax (360/PS3).
 

After Burner Climax.

Review (360/PS3).

 

A question of balance.

There was a time when multiplayer videogames in the first person shooter genre were based on one core concept; and that concept was purely the skill of the player. This skill was based on experience and the more hours a player played their game of choice, the better they became at utilising the toolset presented to them.

Quake 3: the definitive skill based FPS?

Quake 3: the definitive skill based FPS?

The tools the skilled player had were no different to that of his or her lesser skilled opponent, but through practice the player learned to utilise these tools in a quicker and more efficient manner. Their enhanced knowledge of their environment enabled them to gain an upper hand on their enemy as well as predict with greater accuracy their opponent’s next move.

It all becomes second nature. The brain calculating the variables involved with an ever increasing speed; the muscle memory of the player’s hands more attuned to the controls, the eyes more attuned to picking out the intricate details that enable us as players to improve.

But today games are changing and this change is not something I welcome.

The beauty of the multiplayer FPS for me has always been in the skill involved; learning to use the toolset I’m given in a faster and better way than those I play against, learning something new from those who claim my scalp and even modifying their methods to suit my own style of play.

Now within this artificial digital world, the style and skill with which the people play will always differ; each player favouring their own combination of tools, their own way of approaching the challenges that they face and the opportunities presented to them.

But the toolset, the weapons and methods available to the player,
must
remain the same. Everyone should have access to every part of it. This is what makes the game balanced. This is what makes the game fair.

Today though the landscape is becoming very different. The new breed of shooters are starting to incorporate toolsets with limited access, and that access is only granted to you once a certain level of criteria is met.

Modern Warfare 2: obligatory noob handicaps.

Modern Warfare 2: obligatory noob handicaps.

Typically the criteria involved are some form of experience points. This essentially equates to the more hours you play, the more points you earn and the more of the toolset you get to open. Another method may use an achievement system which is focused more on achieving certain goals to unlock more of the toolset.

The problem with these systems is they present a game environment which is not balanced, an environment where a player who has invested less time becomes even more disadvantaged than he would be already.

I’ve already mentioned that time invested generally equals improved skill and in a broad sense this is true but this does not always mean a player who has invested more time will be the more skilful.

We all learn at a different rate and some of us may be more naturally gifted in certain aspects of a game than others. Some players may hit a limit where others can still progress. But these differences are a natural and human factor, not one imposed by game design.

What really matters therefore is the opportunities we are given by the designers and in any competitive game (whether friendly or competition based), these must be the same.

Games such as Modern Warfare 2 however do not abide by these rules and its environments are full of players who have access to completely different toolsets. To make matters worse, the extended toolsets are only available to those with a higher degree of skill and higher investment in playtime.

In essence you have a battle where a newer player is confronted with a more experienced player who aside from the fact he is probably better through his experience anyway, also has improved weapons and abilities that the other player simply does not have access to.

It’s the equivalent of sending Stevenage into an FA Cup battle with Chelsea and giving Chelsea a smaller goal to defend.

Modern Warfare’s toolsets are opened via an experience points based system. Some points are gained simply by playing as part of a winning team; some are gained through frags (kills) and so on so forth. Ultimately though, the better you are as a player, the faster you will earn this exp and gain access to the improved toolset.

To make matters worse, Modern Warfare also incorporates a ‘Killstreak’ system where you gain even more rewards for fragging opponents in a row without dying. And it’s not too difficult to assume that if you have more weapons and skills than your opponent in the first place, you’re more likely to achieve these Killstreak perks quicker.

Of course, as a newer or less experienced player not all of the Killstreaks (or in other words the best ones!) will be available to you anyway because that would be far too easy wouldn’t it? No these too only open at certain levels of experience as well.

Changing direction for a moment, let me briefly explain a regular situation I used to encounter in what was for a long time my crack of choice; Half Life 2: Deathmatch.

HL2DM: Ignored by many but with gameplay second to none.

HL2DM: Ignored by many but with gameplay second to none.

HL2:DM was the multiplayer component of Valve’s masterful Half Life sequel, Half Life 2.

A fast paced deathmatch game, it incorporated all of the weapons from its single player brother and let us the players develop new ways to blow the crap out of each other. And it was wonderful, if comparably rather niche.

There was however a very significant split in the skill of those that played and it often became the topic of heated debate, to the point where it actually fractured friendships (something I myself have unfortunately experienced).

The source of this was what the community dubbed ‘advanced movement’ which incorporated various elements such as bunny hopping, strafe jumping and then ultimately speed skating (essentially a combination of a bunny hop and strafe jump which is undertaken continuously).

Players using these ‘abilities’ were able to move faster than their opponents and became harder to hit. This caused a gulf between those that could utilise these skills and those that could not and generally (note not exclusively) speaking the hoppers and skating players would get the better of the other players; they had a significant advantage.

Debate raged about this issue for a long time, with many players arguing that the faster players were exploiting a bug and that the game was unbalanced because of this. Whilst I don’t want to go into this debate here (and it was settled a long time ago now anyway), there is a very key difference between this and Modern Warfare’s perks. The difference is it was available to all, right from the start.

It is irrelevant whether or not you could actually do it or not (and for most like me I’m sure that learning it took a fair amount of practice), the point is it is there for everyone, there are no lockouts, you don’t need an achievement to open it up, you don’t need to earn exp to get it, it just takes practice.

It is also arguable that by limiting the tools you give to your player, you actually limit their development. In games such as HL2:DM and Quake 3, you have a toolset and apply your own unique signature to its application which evolves through time and practice.

In games which use an unlock system your time investment could in certain circumstances become a waste since a new weapon or perk can dramatically alter how you apply yourself. It is therefore arguable that these unlocks, to a certain extent at least, can force you to start the learning process all over again.

Sitting somewhere between the two extremes is Valve’s Team Fortress 2. Here you can unlock additional weapons and abilities via an achievements system.

For a long time I shied away from the game because of this factor; I simply didn’t have the time to invest in a game I wasn’t infatuated with, just to gain parity with the other players in terms of what I was allowed to use and not because of what I could learn to do.

The Huntsman: Fun but don't expect to start TF2 with it.

The Huntsman: Fun but don't expect to start TF2 with it.

However one thing that was pointed out to me a while ago by a friendly penguin friend of mine (who is a TF2 devotee) is that the unlocks do not completely unbalance the game. Here the unlocks often open up some advantages (perhaps greater damage) but in some areas also force certain disadvantages (for example shorter range) upon the user.

The core weapons of the game also typically remain the most used simply because the additional ones do not offer large enough incentives and therefore do not become game breakers.

Although often derided by PC Gamers and other console owners, one of the best examples of balance in a recent FPS is that shown in Halo 3. Say what you like about Bungie and the Halo franchise; but the one thing they know how to do with aplomb is make a balanced multiplayer environment.

Here an experience system does operate but it has a clear function in matching players to other similarly ranked players for more even games and whilst there are unlocks in the form of armour, these are more about the kudos that comes of attaining and wearing them than they are about any unfair advantage.

I have no qualm with this type of unlock since it is in its simplistic form just a badge, like a medal the player has earned that can be worn with a certain amount of pride. It signifies experience, it may signify skill, but it does not signify that I’ve got no chance because you’ll have a weapon 5 times more powerful and more effective than my own.

All I want from my games is a feeling I have as much chance as the next person; I want to know I’ve been beaten by superior skill, not a superior toolset.

FPS 2010: Best get used to being the rabbit for a while.

FPS 2010: Best get used to being the rabbit for a while.

I couldn’t even begin to imagine a Killstreak type system in HL2:DM (referenced here simply because it’s the one online FPS in recent memory I did become particularly good at) because it would have just been ridiculous, doing well is one thing but to do so because I had advantages gifted to me that no one else could have would have been just plain daft.

In fact I would argue that in this sense it would make far more sense to have just a ‘Deathstreak’ system.

Give the struggling player a helping hand, give them a more powerful weapon temporarily or a bit of extra shield if their fragged 5 times in a row. That to me is balance, not vice versa.

 

Thanks to the following for their input for this article: [NERV] Pinguin, BosonElbeano & cbjoe.

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7 Comments

  1. Pinguin says:

    Well, my dearest Banana!

    First;
    Thank you for honourable mention in this world famous blog!

    Middle;
    I am just writing about TF2 not any of the other Shooters you mentioned,
    mainly because i never really played them (beside HL2DM – that comes later).

    In my small opinion, the achievement System is very useful for a shooter like TF2.
    Why you may ask?
    Well its a shooter – so people want to shoot and get kills :)

    But since its a class based game – 9 classes and some are “just”
    support classes – like the Spy, the Sniper, the Engie or the Medic people usually
    would not play them that much… but they are needed!

    There the achievement system kicks in, after a while people want them all
    and start to play those classes and eventually get to love them – like i love to play
    Medic now.

    And in TF2 the unlockable weapons tied to Milestones in the achievements are
    only side grades if you ask me -as you mentioned – not at all a plain upgrade.

    Plus they do also “drop” randomly – i would say about 1 weapon drop ever 1 or 2 hours you play. (Thats about 2 rounds on a payload map like Goldrush)

    I agree to some extend that all should have the same ability’s right from
    the start, but this depends a lot on the learning curve a game offers…
    In HL2DM its speed and aim – in TF2 the skill is all about the right class to choose,
    equip the right weapon and look at your teams current setup.

    If you start to play TF2 and you had 9 classes with 3 or 4 different setups each… would have confused me way to much.
    Your better off with the standard setup… the rest will come over time.
    The weapons and the “skill” to choose your setup and use it properly.

    And now i can not resist comparing this to the skill you mentioned and the time
    you spend to learn to bunnyhop in HL2DM; a new player needs to learn so much
    stuff when he first starts to play HL2DM – till i first thought about trying to learn
    to bunnyhop – i would have (in the world of TF2) unlocked all the milestones and got the weapons just by playing and not hunting achievements at all.

    Last;
    …why did i write that all? Defence reflex of a dedicated TF2 player and part of my personality ;) .

    Nice blog Nana!

    Greetings,

    Pin

  2. 22g Mac says:

    Havent got MW2 but I really understand wot you’re sayin here……. I liked the first modern warfare cos it was a good acurate rep of real combat with weps I knew about and stuff like that…….. But i really didnt realise why I was so crap at it .:( you’ve opened my eyes. its cos I wasnt unlockin enough stuff and was more interested in the tactics…… which I found nobody else wanted to look at.. hence me just goin back to the Singleplayer mode and enjoying the game that way.

    question…… can players get unlocks from the single player and take them wi them to the multiplayer game

  3. Old-dude says:

    Gaming as a whole has been gaining an audience rapidly from the start. With that in mind, developers know for the majority of the market the titles are going to be used as self gratification, false) achievements & the more casual.

    After the late 90’s, death match type games fell. Maybe because people lost interest, perhaps studios realized there’s more money in cheaper standards. Either way, games with balance and knowledge based skill requirements has become a niche for the hardcore.

    Online/lan gaming just isn’t a “smart” pass time anymore, no longer limited to people with a general interest in competitive psychologies and game theory.

    When quake 5 (Hehe) rolls around, with the current state, it’ll never get the interest that of MW2 or the clones for the simple fact many devs prey on the “Ooh, new weapon/ stat/ level” factor. These little boosts of esteem keep the kids playing and telling others about the game, which generates more sales.

    Old social engineering used on a young generation that doesn’t yet know better.

  4. Shimmy says:

    very nice article, hl2dm is still my crack of choice, and after learning advanced movements, it opened the game wide open, and crazy stuff happens :D

    with regards to MW2, I’ve played the multiplayer for nearly 7 days (gameplay time) and am on my 3rd prestige. I absolutely love it. The way you think of it,is not like a traditional deathmatch game, but this is an army shooter so at lower ranks naturally speaking you won’t have the experience to use such a weapon. The higher ranked you are, the more battlefield experience you get, the more facilities you get. RPG-addiction inducing awesomeness!

    I like the unlock system set in place, it paces things and forces you to do the best with what you have, you discover the usage of different weapons and appreciate every weapon unlocked. There are so many weapons and so many perks. each class of weapons, it has to be paced, a new player wont be able to assimilate all this information all at once. This is were the rpg element kicks in, you can’t start an mmo rpg with all the weapons unlocked, you will be completely lost. As evident (unreal tourney, so many weapons so many modes, alot of people go crazy when they first start playing it)

    I really don’t think it affects gameplay that much, the 5 default classes cover everything you need to combat people who are higher ranked,as evident you see many prestige rank 1 players beating the living day lights out of a whole team.

    I love the game due to the amalgamation of rpg elements with in an fps medium, so many classes, so many perks which lead to infinite replayability. The maps are filled with nooks and crannies, you have to be vigilant at all times. Best feeling ever is unlocking new call signs and weapon mastery badges. Alright time to go game, that’s my 2 cents, thanks for the wonderful article Nana :D

  5. Diet H2) says:

    This article has delayed me from the pub!

    So it must be a good one ;)

    I agree generally with your sentiment. Certainly I think it’s a sad day when you have to pay for unlockables (let’s hope that never becomes the norm).

    However, one distinction between HL2DM and some of the other FPS Multiplayers is that HL2DM was individulaistic in gameplay. What I mean is that no matter what, even in team death match – you never could never experience the full realisation to TEAMplay. It was more like a group of individuals on the same side.

    Whereas TF2 demands teamplay – your side will fail if it does not act as a team. It’s therefore less of an issue, who has unlockables or not as you are rarely one on one against the same class.

    Keep up writing good stuff :)

  6. Tim Acheson says:

    Ah, yes, this is indeed an insightful analysis of the situation. I now understand where your line of questioning was coming from.

    Perhaps the most intriguing of the rewards in MW2 are the three Ghillie suits. These are available exclusively to the sniper class, and are awarded for completing certain challenges. They are the only unlockables outside the usual system of unlockables which can be selected when creating a class (perks, weapons, equipment, etc). When all three suits have been unlocked, in each multiplayer game the player is automatically equipped with the optimal camouflage gear for the environment of the map. I can’t imagine playing without my Ghillie suits.

    cbjoe

  7. Tim Acheson says:

    With your permission, I would like to link to this article beneath my brief review of MW2:

    http://www.timacheson.com/Blog/2009/nov/modern_warfare_2

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