In response to the Column
http://mygaming.co.za/news/columns/10847-Balancing-Act.html
This post, as requested by Chris is to correct the published piece he wrote in terms of the apparent lack of balancing by Publishers in specifically the FPS Genre.
First off:
"Yet while these genres rely so heavily on balance, it seems to be a concept which is completely neglected in other genres. What surprises me more than the absence, is that it never even really seems to be considered, discussed, or even noticed by competitive or even casual players. When last did you ever see a Call of Duty game’s patch notes that looked like this:"
CoD is used as an example here, and it is referred to as not listing or demonstrating the proper balance according to the author.
CoD 4 , since its meteoric rise to power in the online airspace amongst online gamers of all ages might not be the best example of ingame balancing but that aside, the game, in its vanilla format is balanced to the point of delivering a playable experience to both novice and experienced gamer alike.
This form of balancing complies to the standard FPS balancing curve used by a large portion of developers, allowing a low barrier to entry to new players (Grenade Launchers as an Example) while delivering a more complex experience to more experienced users.
As a practical example of this, and using the iGame Stats on CoD 4 gameplay one can clearly see the difference between the amount of kills generated by each individual weapon.
Why is the AK47 more popular and responsible for a larger percentage of kills on the servers than any other weapon?
Is it a balancing issue, or the fact that at Level 5 it is one of the first end game Assault rifles available to players, therefore one of the most widely used in terms of duration ?
A little of both to be compeltely honest, the AK 47, and most CoD 4 players will tell you the same thing, offers the best "Bang for your Buck" in terms of damage and usability, that is if you can learn to compensate for the recoil and other quirks displayed by the weapon.Along with the guys trying to shove the 12 Gauge in our ear packing Juggernaut
In terms of patching, the column lists a large amount of Blizzard activity as the primary support for genres like RTS being better balanced, I can from direct experience confirm that most developers for FPS titles do not make weapon balancing stats public specifically to test the effect on gameplay over all global servers for a specific game.
The changelogs referred to in the article are normally not made public to the their full extent specifically due to the fact that large amount of players ingame and play testing without any prior knowledge of balancing is more effective than informing that same playerbase the OMG , the AK has been Nerfed and having them focus solely on that apsect.
Chris, have you ever played a FPS game competitively?
If you have, then you should know that changes to CoD 4 specifically, including ProMod, which has become the global standard for competitive gameplay in CoD, is not a small scale attempt by the community to mod a title into something that they deem more balanced, but a large co-operative project between the publisher, developer and the community itself to ensure that the balancing required is delivered to the public, moulded specifically to what the community feels works best for the title.
Some games thrive specifically because their Vanilla modes ARE imbalanced and the developers allow access to Mod Tools and actively support the community that plays the title.
The comunity makes the title their own by modding it into the final form they deem fit to test skill on.
In terms of playtesting and balancing post launch, DICE for BC2 are hands down the best developers I've ever worked with.
The DICE/RSP maling list is a literal storm of activity before patches come out, discussing upcoming balances to weapons, gameplay modes and chages that will be implemented to the physical gameplay style of the title.
I am fortunate enough to be a part of this discussion group, and although an NDA between ourselves at iGame and EA/DICE prevents me from making the exact changelogs public, for the same reasons mentioned above, I can assure you that DICE are spending huge amounts of time and massive amounts of internal and external resources to collect, analyse and balance their titles.
Yes its never spot on when it is released, no game could ever claim to be entirely balanced at this stage as no one can anticipate what a worldwide community will attempt/manage to do ingame.We are talking about millions of players, each thinking and reacting to situations differently, each taking a different action based on an event ingame and each using weapons/skills/tactics that do not follow normal conventional thought patterns on an hourly basis.
BUT
If one takes a title like Left 4 Dead 2 for example, the changelogs are pretty detailed for the title, if you have not seen such a changelog, do yourself a favor and get the game and update it to the most recent version over Steam, paying specific attention to the changes implemented since launch in terms of gameplay balancing.
You'll notice that they are fairly extensive, addressing common issues raised by the community and play testers alike.
Therefore a statment such as:
"FPS games seemingly go through little balance testing. I’ve no doubt the developers check out the guns beforehand for major discrepancies – but that seems to be the extent of it. The fact is, in every game, you’re never going to get it perfectly balanced on release. Yet unlike the RTS genre, every other game developer seems content to leave things be – and so do the players."
Simply does not hold true, as mentioned in my original response to your article, if you had done a bt more research, like checking the changelogs which are public on games such as Left 4 Dead, or opening one of the Vanilla or CoD 4 FF files that determine the usage characteristics of weapons, or enquired form a local RSP or from DICE on whether or not they balance post launch, you would have noticed that there is a LOT that happens behind the scenes which the normal public player is unaware of.
This strict regmen of testing and balancing is a constantly evolving cycle, ne balance has a global effect on others etc.
You further state that players also do nothing to balance the title, ProMod as an example?
Players specifically provide feedback through testing and mod titles specifically to address issues raised by balancing tweaks.
In terms of popular games:
"Competitive Counter-strike for example, is dominated by a handful of weapons. Rifles such as the AK-47 are commonplace, while others see little to no use at all. In a game such as Heroes of Newerth, if a hero is not seeing play the developers will attempt to make it a bit stronger, or rebalance it so that it gets more use – and Counter-strike doesn’t have eighty weapons."