Posted: 28 Sep 2007, 04:51
All I'm a-gonna say is this, Tired: successfully analyze NanoBlobs, where I spent so much time on balance that in the last game I played with a human being, Day and I played for almost an hour without a victory.
NanoBlobs was a failure. A bad game design.
But it was really, really, really balanced. In the strict sense of the word. Save the urge to dismiss it out've hand, it's missing the point here, and if you've never played it with a human, try to get Day to play you, and come back later. Don't play a random nub, unless you are both nubs- and it's actually better to play somebody who doesn't suck.
One of my personal sayings about game design is that if you don't understand failure, you understand nothing.
DRB and I, the two people who brought the original NanoBlobs into existence (I brought him the first Alpha, we discussed it for hours, NB was born), when we talk about game design, mainly critique failure.
The last game we critiqued to death was Warhammer: Tides of Chaos. It had a fairly good campaign, with interesting missions, some deliberately tricky choices, and lots of variety.
However, the basic game design was terrible, and faction balance was absolutely awful.
The main point where the game designers went wrong, having played its spiritual ancestor, Warhammer: Shadow of the Horned Rat (one of the finest, if most difficult, RTS games ever made, multiplayer aside), was not an issue of cost vs. efficiency, per se: it was the deliberate choice by the game designers to allow shooting units to fire through their own units without any penalties.
That fact alone, when coupled with a deliberate game design that was about moving formations of units around, broke the game design, because it turned a game that should have been mainly about fanciful, mixed-arms medieval warfare into a fairly static, WWI-style trench-warfare game about ranges, kill zones, and the effect of layered firepower.
There were other areas where we felt the game was weak- there were poor design choices, and units that were far more really useful than others, irregardless of considerations of pure combat power. But it was a basic, coder-level area that really made the game design fail.
There is no way I would consider playing that game online against a human being, unless we both agreed to just use the same faction, pretty much.
You can't see stuff like that with numbers, man. You have to look at the logic behind the engine- what it can do, what it cannot do. Those aren't numbers. They're assumptions, made by human beings. Spring is, slowly-but-surely, turning away from an assumptions-based model, and towards one where we can arbitrarily tackle difficult issues of deep game design.
Knowing that W:TOC is probably based on the DoW engine, I was almost tempted to see whether the hardly-utilized, but available code in DoW, allowing for reasonably physically-accurate interactions between game objects and projectiles was available. If so, then in an hour or so, I could've fixed the projectiles, probably at a high cost in CPU when the game was played, but meh, such is life when working with a closed-source game engine. However, I'd rather finish the next alpha for PURE than waste time fixing a game that I've already blown through both campaigns on, and have no intention of ever playing again. W:TOC was almost, almost, a good game. It failed to achieve greatness due to many small mistakes... and one giant one.
Working on PURE, I am deliberately undermining the things that broke NanoBlobs, so that it will hopefully suck less. I have also studied CA, BA, and other OTA clones, to learn what it is that players expect, in terms of pacing and style.
What I've mainly learned from my experiences thus far is that balance isn't everything. In fact, it takes a really secondary role to the overall structure of a game, which must include critical moments and tipping-points, where one side will achieve victory- the only real issues are ones of time, and the conditions required to reach that tipping-point. A good RTS game is one that's like a mental / physical arm-wrestling match. A bad one is one where either one side will always achieve victory if the other side doesn't counter very specifically with precise timing, or one where nobody will ever achieve strategic success, even if they are playing in a superior way.
Balance, ultimately, has very little to do with cost / benefit ratios- it's more about time and opportunity costs. You spent whole pages talking about combat power, and yet I see very little real discussion of time and economic factors- which is where most RTS games have their heart and soul. NanoBlobs is actually a really good game design to look at, if you just want to analyze combat power, because I made economics somewhat irrelevant. But not entirely- and if you actually aren't just full of pretentious hot air, and take my challenge, you will be able to tell me how the NanoBlobs economy works, in your answer- I think the real answer will surprise you
I really lost sight of this major concept, when designing NanoBlobs, and I think that if you actually sit down and examine that game design, and start to come to some conclusions about how I went about constructing balance, instead of dismissing it out've hand because I abandoned it, you will see why I am incredibly dubious about your declarations, and think your math is problematical.
You've missed 90% of what made that game tick, because you're assuming that everything in Spring is OTA. Or should be. Which is basically saying that you're either incredibly foolish, or you're just too blind to see that games with radically different assumptions own most of the IRL market.
If NanoBlobs is a "failure", and EE is beneath your notice and not worthy of analysis, then OTA should never be studied, either, because StarCraft wiped the floor with it, and before SupCom, nobody ever bothered making a clone of it.
PURE is a lot more like OTA, and yet it also radically departs from your assumptions, and will probably feel less like OTA by the time I'm done than it does now- my objective is to keep a familiar beginning, which is ingrained in the mental reflexes of most Spring players... then gradually sucker-punch their assumptions and get them to see things in a new way.
I feel that you're just starting to understand balance in the context of a single design- one that you didn't originate. That's a great starting place, but you're exhibiting all of the flaws of someone who starts within a very small logic-box. It's not like I sat down with Spring, having never played OTA before, and said, "who cares about AA, I've got these crazy ideas"
NanoBlobs was, when you get past the purposefully-silly art, my personal exploration of the things I liked best about OTA, and did not find in the BSR-rebal-clones or XTA.
It's not that either of those paths is terrible, but they're just two paths, and I think you're missing the most important concept here: all games should not have the same basic assumptions, or they'll all play the same, just with different artwork
As one of those "content" people you belittle, despite the fact that I doubt if you could model your way out've a paper sack, and know zero about what you're demeaning, I think it's even sadder that you not only don't understand why content matters, but you also don't really understand that game design for an RTS does not ultimately boil down to one, ultimate, perfect game.
If that was the case, we'd have all just stopped developing after StarCraft came out, because, by your own logic, it must be perfect. The fact that those of us who actually create new things aren't doing that should probably tell you that, since by definition we can't be idiots, since idiots do not build FX code, script complex animations, and design art, even new stylistic approaches... that maybe we see things you are failing to appreciate.
NanoBlobs was a failure. A bad game design.
But it was really, really, really balanced. In the strict sense of the word. Save the urge to dismiss it out've hand, it's missing the point here, and if you've never played it with a human, try to get Day to play you, and come back later. Don't play a random nub, unless you are both nubs- and it's actually better to play somebody who doesn't suck.
One of my personal sayings about game design is that if you don't understand failure, you understand nothing.
DRB and I, the two people who brought the original NanoBlobs into existence (I brought him the first Alpha, we discussed it for hours, NB was born), when we talk about game design, mainly critique failure.
The last game we critiqued to death was Warhammer: Tides of Chaos. It had a fairly good campaign, with interesting missions, some deliberately tricky choices, and lots of variety.
However, the basic game design was terrible, and faction balance was absolutely awful.
The main point where the game designers went wrong, having played its spiritual ancestor, Warhammer: Shadow of the Horned Rat (one of the finest, if most difficult, RTS games ever made, multiplayer aside), was not an issue of cost vs. efficiency, per se: it was the deliberate choice by the game designers to allow shooting units to fire through their own units without any penalties.
That fact alone, when coupled with a deliberate game design that was about moving formations of units around, broke the game design, because it turned a game that should have been mainly about fanciful, mixed-arms medieval warfare into a fairly static, WWI-style trench-warfare game about ranges, kill zones, and the effect of layered firepower.
There were other areas where we felt the game was weak- there were poor design choices, and units that were far more really useful than others, irregardless of considerations of pure combat power. But it was a basic, coder-level area that really made the game design fail.
There is no way I would consider playing that game online against a human being, unless we both agreed to just use the same faction, pretty much.
You can't see stuff like that with numbers, man. You have to look at the logic behind the engine- what it can do, what it cannot do. Those aren't numbers. They're assumptions, made by human beings. Spring is, slowly-but-surely, turning away from an assumptions-based model, and towards one where we can arbitrarily tackle difficult issues of deep game design.
Knowing that W:TOC is probably based on the DoW engine, I was almost tempted to see whether the hardly-utilized, but available code in DoW, allowing for reasonably physically-accurate interactions between game objects and projectiles was available. If so, then in an hour or so, I could've fixed the projectiles, probably at a high cost in CPU when the game was played, but meh, such is life when working with a closed-source game engine. However, I'd rather finish the next alpha for PURE than waste time fixing a game that I've already blown through both campaigns on, and have no intention of ever playing again. W:TOC was almost, almost, a good game. It failed to achieve greatness due to many small mistakes... and one giant one.
Working on PURE, I am deliberately undermining the things that broke NanoBlobs, so that it will hopefully suck less. I have also studied CA, BA, and other OTA clones, to learn what it is that players expect, in terms of pacing and style.
What I've mainly learned from my experiences thus far is that balance isn't everything. In fact, it takes a really secondary role to the overall structure of a game, which must include critical moments and tipping-points, where one side will achieve victory- the only real issues are ones of time, and the conditions required to reach that tipping-point. A good RTS game is one that's like a mental / physical arm-wrestling match. A bad one is one where either one side will always achieve victory if the other side doesn't counter very specifically with precise timing, or one where nobody will ever achieve strategic success, even if they are playing in a superior way.
Balance, ultimately, has very little to do with cost / benefit ratios- it's more about time and opportunity costs. You spent whole pages talking about combat power, and yet I see very little real discussion of time and economic factors- which is where most RTS games have their heart and soul. NanoBlobs is actually a really good game design to look at, if you just want to analyze combat power, because I made economics somewhat irrelevant. But not entirely- and if you actually aren't just full of pretentious hot air, and take my challenge, you will be able to tell me how the NanoBlobs economy works, in your answer- I think the real answer will surprise you

I really lost sight of this major concept, when designing NanoBlobs, and I think that if you actually sit down and examine that game design, and start to come to some conclusions about how I went about constructing balance, instead of dismissing it out've hand because I abandoned it, you will see why I am incredibly dubious about your declarations, and think your math is problematical.
You've missed 90% of what made that game tick, because you're assuming that everything in Spring is OTA. Or should be. Which is basically saying that you're either incredibly foolish, or you're just too blind to see that games with radically different assumptions own most of the IRL market.
If NanoBlobs is a "failure", and EE is beneath your notice and not worthy of analysis, then OTA should never be studied, either, because StarCraft wiped the floor with it, and before SupCom, nobody ever bothered making a clone of it.
PURE is a lot more like OTA, and yet it also radically departs from your assumptions, and will probably feel less like OTA by the time I'm done than it does now- my objective is to keep a familiar beginning, which is ingrained in the mental reflexes of most Spring players... then gradually sucker-punch their assumptions and get them to see things in a new way.
I feel that you're just starting to understand balance in the context of a single design- one that you didn't originate. That's a great starting place, but you're exhibiting all of the flaws of someone who starts within a very small logic-box. It's not like I sat down with Spring, having never played OTA before, and said, "who cares about AA, I've got these crazy ideas"

It's not that either of those paths is terrible, but they're just two paths, and I think you're missing the most important concept here: all games should not have the same basic assumptions, or they'll all play the same, just with different artwork

As one of those "content" people you belittle, despite the fact that I doubt if you could model your way out've a paper sack, and know zero about what you're demeaning, I think it's even sadder that you not only don't understand why content matters, but you also don't really understand that game design for an RTS does not ultimately boil down to one, ultimate, perfect game.
If that was the case, we'd have all just stopped developing after StarCraft came out, because, by your own logic, it must be perfect. The fact that those of us who actually create new things aren't doing that should probably tell you that, since by definition we can't be idiots, since idiots do not build FX code, script complex animations, and design art, even new stylistic approaches... that maybe we see things you are failing to appreciate.