Original Post
Most games I've played have had imbalanced or good enough or sometimes even terrible combat systems + mechanics.
Pretty much just one game I think that had a outstanding combat system + mechs.
I won't get into the argument about why I think class based games are doomed to be imbalanced in the 1v1 aspect.
For sake of avoiding that let's assume in this thread that class based games can be balanced as well.
So why is it so rare to find great combat systems + mechanics in games?
I'm sure the designers thought they had created a great great combat s+m.
So this means that most designers are terrible when it comes to PvP.
And I've actually had the opportunity to fight a few devs in different indy games so I know it's true.
So how can we design better combat systems?
First thing I think we all have to just assume is that we designers SUCK at PvP.
Maybe you are great.. But you have to assume you suck.
Another thing before I'll leave it up to us all to start discussing how to design a great combat system + mechanics..
It's already extremely tough to create an interesting, complex, advanced, hard to master etc etc combat s+m..
but if your game has classes in it as well, then you face the additional challenge of balancing these classes.. Which I've never seen accomplished in any game I've played so far.
So if you make a skill based game (no classes) then you only need to worry about creating a good combat system without without sweating about class imbalances.
Discuss!
Pretty much just one game I think that had a outstanding combat system + mechs.
I won't get into the argument about why I think class based games are doomed to be imbalanced in the 1v1 aspect.
For sake of avoiding that let's assume in this thread that class based games can be balanced as well.
So why is it so rare to find great combat systems + mechanics in games?
I'm sure the designers thought they had created a great great combat s+m.
So this means that most designers are terrible when it comes to PvP.
And I've actually had the opportunity to fight a few devs in different indy games so I know it's true.
So how can we design better combat systems?
First thing I think we all have to just assume is that we designers SUCK at PvP.
Maybe you are great.. But you have to assume you suck.
Another thing before I'll leave it up to us all to start discussing how to design a great combat system + mechanics..
It's already extremely tough to create an interesting, complex, advanced, hard to master etc etc combat s+m..
but if your game has classes in it as well, then you face the additional challenge of balancing these classes.. Which I've never seen accomplished in any game I've played so far.
So if you make a skill based game (no classes) then you only need to worry about creating a good combat system without without sweating about class imbalances.
Discuss!