Ash
Arcane
- Joined
- Oct 16, 2015
- Messages
- 7,055
No, I'm saying that trying to "balance" some builds against each other is laughable and impossible affair. If the multiplayer devs can't really do that without turning games dead simple and shoehorning players into very specific modes of behaviour, what do you hope to achieve in a game which strives to create as many interactable systems as possible? And why you actually need it, it's like additional layer of difficulty selection, some games (like Nox, for example, which started as a purely PVP game and is actually a damn good pvp game) even explicitly used it (warrior - easy, wizard - hard). You can't really balance the game so that ___everyone___ will experience it in the same way, some people will inevitably find your hard mode too easy as well as some will find easy too overtuned (cue in Verge grade players and various youtubers who are resource starved even on medium or whatever it is called in Prey).Dude, you've been arguing that balance is meaningless in a singleplayer game and essentially isn't worth striving for at all.
It is rather simple to balance a build or playstyle so that it doesn't become ridiculously OP and mindless. You actually have to go out of your way to make it so by ignoring the problem, aside from genuine oversights and glitches, or you're just a shit designer because you ignored the problem. It's not rocket science we're talking about. Balancing one playstyle vs another, that is harder, but you only need to balance choices that conflict or interact. Rosodude did not specify that playstyles needed to be balanced to one another; stealth playstyle does not need to be the EXACT same in general power level as combat, it's not terribly important (though shouldn't be hugely offset of course). He clearly means that stealth option A needs to be balanced to stealth option B or C, as well as, even more importantly, balanced to the challenges and other systems relevant to stealth in the game. He also never specified choices were all about efficiency, though it IS the most important factor especially on your first playthrough where the player does not know the difficulty of challenges that are to come. Your self-imposed rules in a replay of PF:KM is not really relevant; you appear to know the game rather well and so weird builds or styles do become much more viable.
Prey is a nice attempt but ultimately a disappointing game and it is at least 20% the result of the mediocre balance and challenge on offer, though I expected as much because modern pandering. Still way better than most AAA. That you don't recognise this, nor the importance of some reasonable degree of balance in singleplayer, well it's just a matter of low standards in metal engagement I'm afraid. Sorry. and don't get me wrong, it is considerably better than Bioshock in pretty much every way, well, except maybe Bioshock's atmosphere derived from sound design, art direction and themes. In fact Prey's sound design annoys me quite a bit with its sharp audio cues and bots that are really loud and don't shut up, and otherwise not much else that stands out. To be fair I think sound is best judged with headphones, which I did not try in Prey's case. I guess Bioshock has an acceptable number of firearms too. That's all I got though.
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