Piranha Games, makers of Mechwarrior Online, should hire me as Game Designer. Why: well I’m exactly the kind of designer they need. I’m able to balance Clan tech in a way that would be fun and also keep to the feel of Clan. So I going to take the next few weeks to show you why I should be Game Designer for Mechwarrior Online, but more importantly, how the balancing for Clan Tech should be approached.
So what am I talking about? What is this Clan Tech?
Mechwarrior Online is setting up for the next game release: the Clan invasion. The Clan is a warrior-based society that left the Inner Sphere to start a new colony. Now they are returning to retake the Inner Sphere to restore order.
The problem is that Clan Tech is better in every way to the current Tech, Inner Sphere Tech. Better in all ways: lighter, tougher, faster, long range, you name it. Clan Mechs are a terror on the field. This has led to a massive problem for the Battletech Game system in terms of balance.
To the wisdom of their current designers, they can implement Clan Tech as it is into the Mechwarrior Online Game. So this mean figuring out how to balance and change it, without it being just like the current Tech.
So it’s not an easy problem in any way, and the only way to do it is by looking at all the gameplay elements. Which, if done right, will make the game so much better. So this will be the first of many posts, as I detail how it should be done.
How to Balance Clan Tech Specifically
Talk about how to handle the balancing of a real mess of design from Battletech.
Battlefield Gameplay Changes
Clumping: How to stop this raging fad.
Community Play
Freeborns Unite!
Pilot Skills and Mods
Rewarding Time Count
For the next few weeks, I will only criticize a design or idea where I can offer competing solutions. I don’t like when people criticize, yet don’t offer any alternatives.
Before I start I’d like to point out the post by Paul Inouye, where he talks about Clan tech changes. I’m really glad he made this post. I don’t agree with all his ideas, but I’m glad he detailed them for us to see. I don’t think he deserved the harsh criticism that it got. Good game design is not easy and takes discussion. Anyone that tells you they do design perfectly without testing and trial and error, well, is not a Game Designer... more of a fool if you ask me.
So thanks, Mr. Inouye, for voicing your designs. In upcoming posts I will be analyzing his points and ideas, and show better alternatives to solving the problem.
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