Strange learnings #1 See Saw Mechanics
This is a balancing scale and not just video game typing like competitive Pokémon for balance. This comes down to various factors with one of them being the fact the player will have a game mechanic or mechanics that are some how in some way tied to one another for balancing.
What happened here to make me realize how difficult this is with a very in depth designed game is a platformer I've been working on and realizing why something like Smash runs into this problem.
The example; making the character's grav excel slower lead to two results; 1. faster to land/ faster gameplay and 2. lead to faster bullets.
When one game mechanic got balanced, another one because of how it's tied together got pulled, a pull and push affect.
The more depth you try to add to a simple game, the more you'll see this being the case.
TF2
When missing your swings with the sandman as a Scout; the down side of missing can be paired with a medic to help him build Uber faster. A downside being used to buff another side.
Smash 4
Little Mac (before "buff")
Little Mac being able to perform his punch from the ground with a short range and deal damage with it being such a short range allows him to get to the ground faster and deal with landing lag faster with the "buff" not being useful enough in the air (which should've been given a different distance in air versus on the ground btw) having it where it ended up being a nerf.
Had they shorten the distance even more, it would've made Little Mac busted.
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