What SoWGB needs for dynamic interesting multiplayer
Posted: Mon Apr 26, 2010 10:04 pm
Edit: Much of what I discuss here has been implemented, see www.sowmp.com.
Most people who have been playing multiplayer very long should understand the following two points:
1. If you do not play with objectives, there is no guaranteed incentive for one side to attack, so both sides can and often do sit on high ground until the one side gets bored.
2. If you do play with objectives, one side will take them first and has the advantage that they can wait indefinitely. However the attacking side doesn't have a real reason to attack sooner rather than later, which if all players make ideal decisions, leads to boring games where little happens for a long time. Since as players get smarter, more games will become this way, there is less replay-ability eventually.
My opinion is that SoWGB needs this system:
A. An odd number of objectives spread around the map.
B. The objectives must give an obvious, real advantage to the side that holds them, over time. For instance, ammunition, or reinforcements (even refilling the strength of existing regiments).
This has the following effects:
A. The defender by definition is the side that has more of these objectives at any given time. The side with less objectives at the start should have a slight advantage in troop strength to balance it. There must of course be a time limit at which point whoever holds more objectives wins, to eliminate the possibility of the attacking side waiting for the defending side to get bored.
B. The attacking side obviously cannot wait indefinitely. They have every reason to act immediately. They gain nothing by waiting. The defender has to spread their forces out more to hold their objectives. This allows the attacker to concentrate, gaining an advantage in one spot.
C. After the "attacking" side takes objectives such that they now have more than the "defending" side, the roles switch, by definition. This makes for a dynamic game.
This system is used in all successful real time tactics games on the market that I've seen. Without this system (or something that causes the same effect) there cannot exist a strong competitive multiplayer community. Interesting competition is what makes a multiplayer community thrive. Company of Heroes is probably the most successful competitive game set in history and it has a perfect implementation of this theory.
I implemented this system in my American Conquest Divided Nation engine, and it worked almost 100% to eliminate standoffs, which had been very common since it was an ACW game. It's a very simple system for players to grasp and it is guaranteed to work by its very definition.
Most people who have been playing multiplayer very long should understand the following two points:
1. If you do not play with objectives, there is no guaranteed incentive for one side to attack, so both sides can and often do sit on high ground until the one side gets bored.
2. If you do play with objectives, one side will take them first and has the advantage that they can wait indefinitely. However the attacking side doesn't have a real reason to attack sooner rather than later, which if all players make ideal decisions, leads to boring games where little happens for a long time. Since as players get smarter, more games will become this way, there is less replay-ability eventually.
My opinion is that SoWGB needs this system:
A. An odd number of objectives spread around the map.
B. The objectives must give an obvious, real advantage to the side that holds them, over time. For instance, ammunition, or reinforcements (even refilling the strength of existing regiments).
This has the following effects:
A. The defender by definition is the side that has more of these objectives at any given time. The side with less objectives at the start should have a slight advantage in troop strength to balance it. There must of course be a time limit at which point whoever holds more objectives wins, to eliminate the possibility of the attacking side waiting for the defending side to get bored.
B. The attacking side obviously cannot wait indefinitely. They have every reason to act immediately. They gain nothing by waiting. The defender has to spread their forces out more to hold their objectives. This allows the attacker to concentrate, gaining an advantage in one spot.
C. After the "attacking" side takes objectives such that they now have more than the "defending" side, the roles switch, by definition. This makes for a dynamic game.
This system is used in all successful real time tactics games on the market that I've seen. Without this system (or something that causes the same effect) there cannot exist a strong competitive multiplayer community. Interesting competition is what makes a multiplayer community thrive. Company of Heroes is probably the most successful competitive game set in history and it has a perfect implementation of this theory.
I implemented this system in my American Conquest Divided Nation engine, and it worked almost 100% to eliminate standoffs, which had been very common since it was an ACW game. It's a very simple system for players to grasp and it is guaranteed to work by its very definition.