MKnightDH

Switch Show Stuff

Feb 24th, 2017
1,043
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 9.15 KB | None | 0 0
  1. Game balance concepts:
  2.  
  3. *Affinity Play - each character's strengths and weaknesses reward players of both sides for affinity with character's concept
  4. -Strongths (TII) of concept: vibrant gameplay, character weaknesses make countermeasures both more fun and more coherent
  5. -Weaknesses of concept: reliant on gameplay ideas which can become exploitable especially with poor checks (anything involving keepaway-induced abuses is bound to be a bad offender), character concepts can conflict with each other in unwelcome manners
  6. -Recommended measures: compliment with other concepts below, especially Armor Test
  7.  
  8. "The only ones who should kill, are those prepared to be killed." ~Lelouch vi Britannia, Code Geass
  9. "Live by the sword, die by the sword." ~Jesus Christ
  10.  
  11. *Personalty-Based Gameplay - each character's strengths have weaknesses and/or blind spots that makes sure the player wants to have the character's underlying traits
  12. -Strongths (TII) of concept: safely allows higher base power for characters, prevents character disconnect
  13. -Weaknesses of concept: may rely on numbers to set up, relies on other characters' balance
  14. -Recommended measures: pay close attention to stats' functions
  15.  
  16. "In games, mechanics help to set the tone. They serve sort of like writing style in literature, or pallete choice in painting. While they don't always directly tell the story, they always impact how we understand it." ~Daniel Floyd, Extra Credits episode "Mechanics and Tone"
  17.  
  18. *Basic Strength, Methodical Weakness Coverage - each character can cover against weaknesses with outside-the-box gameplay
  19. -Strongths (TII) of concept: provides options, balances matchups
  20. -Weaknesses of concept: risk of overly powerful versatile characters, can cause unwelcome gameplay
  21. -Recommended measures: make sure all traits come into play reliably
  22.  
  23. "Movepools would be pretty boring if Pokemon could only learn moves of their own types, Same Type Attack Bonus wouldn't mean anything at that point, and you'd never be able to try to surprise an opponent with a move type they might not expect from a particular Pokemon. .... Pokemon are stronger with moves native to their type, but it's good for them to have options sometimes." ~RoahmMythril talking on IM about Pokemon
  24.  
  25. *Center Control Incentive - spacial control rewards the player
  26. -Strongths (TII) of concept: keeps the game going, encourages bravery
  27. -Weaknesses of concept: may overencourage raw stats, can easily limit viable skills to things like who draws first blood
  28. -Recommended measures: thought out Perpetual Comeback to keep games interactive, and discourage excessive attacking to prevent speedster abuse
  29.  
  30. "I learned that courage was not the absence of fear, but the triumph over it. The brave man is not he who does not feel afraid, but he who conquers that fear." ~Nelson Mandela
  31.  
  32. *Armor Test - each character is balanced against Melee Tornado/Mighty Glacier/Stone Wall hybrid character. See Armor Test notes for details.
  33. -Strongths (TII) of concept: exposes imbalances and overly frustrating gameplay more efficiently, encourages various types of healthy gameplay given proper execution
  34. -Weaknesses of concept: doesn't directly contribute energy, can be overly basic
  35. -Recommended measures: clarify the characters' concepts to encourage creative micromanagement of this
  36.  
  37. "Ignis aurum probat." ~Latin saying
  38.  
  39. *Rock-Paper-Scissors System - gameplay aspects are balanced with Rock-Paper-Scissors concepts
  40. -Strongths (TII) of concept: prevents lack of counters to anything, encourages logic
  41. -Weaknesses of concept: potential randomness for its own sake, excessive emphasis may scare players
  42. -Recommended measures: deconstruct, reconstruct, and comprehend given RPS triangles to determine balance jobs
  43.  
  44. "Creativity is the ability to introduce order into the randomness of nature." ~Eric Hoffer
  45.  
  46.  
  47. Armor Test:
  48.  
  49. The Armor Test is a test to see if each character is balance well against a hybridization of the character build typing of Melee Tornado (dedicated close range combat at expense of long range ability), Mighty Glacier (eschews speed for power), and Stone Wall (gives up offense for defense). This hybrid is typically low tier and additionally not given sufficient interaction, but it has been determined that fixing that would encourage traits such as creativity and bravery from both sides, and simultaneously improve variety.
  50.  
  51. The Armor Test is passed by clearing all 5 of the following criteria:
  52. #1 - Entry barriers for defensive power
  53. #2 - Reliable methods of tagging even the most evasive characters
  54. #3 - General inability to defeat armors just by hitting them
  55. #4 - Anti-Armor Counter Play
  56. #5 - Anti-Armor flow ability
  57.  
  58. #1 - Entry barriers for defensive power
  59. Concept: added defensive power needs working player input to see efficiency
  60. Reason: prevents overly easy usage of defensive power's automation
  61.  
  62. #2 - Reliable methods of tagging even the most evasive characters
  63. Concept: evasion advantage can be neutralized sufficiently to overcome a hit/evade mismatch
  64. Reason: forces evasion to worry about burnout that offense can capitalize on reliably
  65.  
  66. #3 - General inability to defeat armors just by hitting them
  67. Concept: lower-key attacks become ineffective against added defensive power to where they will have usefulness restricted to utility
  68. Reason: allows defensive power to do its freaking job well
  69.  
  70. #4 - Anti-Armor Counter Play
  71. Concept: every form of anti-armor provides some way to combat it from somebody armed with nothing but the basics, the player's own wits, and likely raw power
  72. Reason: encourages players to have proficiency with multiple forms of anti-armor to get around drawbacks
  73.  
  74. #5 - Anti-Armor flow ability
  75. Concept: every form of anti-armor has a subtle secondary function that allows for outside usage
  76. Reason: provides positive reasons to use anti-armor within clear awareness of their weaknesses
  77.  
  78.  
  79. Rock-Paper-Scissors triangles:
  80.  
  81. Besides the obvious one and elements or directly named tactical factors:
  82. -Spacial strategy: Attack > Control/Expand > Defend > Attack
  83. -Fighting game moves: Attack > Grab > Defend > Attack
  84. -Melee stats: Power > Reach > Rate > Power
  85. -Character stats: Power > Speed > Range
  86. -Damage methods: Burst > Pressure > DPS > Burst
  87. -Defensive stats: Armor > Accuracy > Evasion > Armor
  88. -Offensive stats: Armor > Speed > Anti-Armor > Armor
  89. -Speed stats: Mobility > Range > Rate > Mobility
  90. -Ranges: Long > Mid > Close > Long
  91. -Tactical gameplay: Cover > Focus > Flank > Cover
  92. -Strategic gameplay: Creativity > Formation > Blitz > Creativity
  93. -Chess styles: Classic > Quiet > Hypermodern > Classic
  94. -Fighting styles: Boxing > Judo > Karate > Boxing
  95. -RPG classes: Fighter > Thief > Mage > Fighter
  96. -Traits: Heart > Mind > Body > Heart
  97.  
  98.  
  99. Smash Bros. Affinity Play:
  100. -Mario: all-arounder
  101. -Dr. Mario: precision combat
  102. -Luigi: underdog adaptability
  103. -Peach: merciless attacks
  104. -Bowser: firey power
  105. -Yoshi: aerial control
  106. -Rosalina: ally strategy
  107. -Koopa Kid: workshop combat
  108. -Wario: aerial offense
  109. -Donkey Kong: jungle grappling
  110. -Diddy Kong: chimp craziness
  111. -Game & Watch: arcade play
  112. -Little Mac: boxing
  113. -Link: brave intelligence
  114. -Zelda: wise bravery
  115. -Sheik: calm caution
  116. -Ganondorf: dark power
  117. -Toon Link: kidplay
  118. -Samus Aran: space range
  119. -Zero Suit Samus: space evasion
  120. -Pit/Dark Pit: bumblebee combat
  121. -Palutena: smart energy
  122. -Marth: tactical fencing
  123. -Lucina: precision fencing
  124. -Roy: heated strategizing
  125. -Ike: power fencing
  126. -Robin: supply tactics
  127. -Duck Hunt: accuracy
  128. -Kirby: aerial defense
  129. -King Dedede: cool power
  130. -Meta Knight: fencing defense
  131. -Fox McCloud: grounded quickwit
  132. -Falco Lombardi: air-ace fighting
  133. -Pikachu: quick attacks
  134. -Charizard: dragon knowledge
  135. -Lucario: kung-fu tactics
  136. -Jigglypuff: burst attacking
  137. -Greninja: ninja strikes
  138. -ROB: computational basics
  139. -Ness: magic intelligence
  140. -Captain Falcon: high-octane racing
  141. -Villager: home defense
  142. -Olimar: troop tactics
  143. -Wii Fit Trainer: cardiovascular control
  144. -Shulk: analytical fencing
  145. -Pac-Man: general gaming
  146. -Mega Man: range evasion
  147. -Sonic: hit-and-run attacking
  148. -Mewtwo: calm control
  149. -Lucas: magic guile
  150. -Ryu: kung-fu finesse
  151. -Cloud: limit busting
  152. -Corrin: earthly defense
  153. -Bayonetta: thorny grace
  154.  
  155.  
  156.  
  157. Smash Bros. general attack moves (intended) concepts:
  158.  
  159. *Jab - quick combo, hits close, flurry finisher has cooldown problems
  160. *Dash Attack - quick lunge, eschews cooldown for quickness
  161. *Forward Smash - anti-spacing focus, hits forward/both, cooldown at cost of quickness
  162. *Down Smash - anti-grapple focus, hits both/ground, cooldown at cost of quickness
  163. *Up Smash - anti-air focus, hits forward/air, cooldown at cost of quickness
  164. *Forward Tilt - quick forward attack, eschews cooldown for quickness, hits forward/ground
  165. *Up Tilt - quick up attack, eschews cooldown for quickness, hits both/air
  166. *Down Tilt - quick sweep attack, hits forward/ground
  167. *Neutral Air - defense aerial
  168. *Forward Air - quick strike aerial
  169. *Back Air - anti-spacing aerial
  170. *Up Air - anti-air aerial
  171. *Down Air - anti-ground aerial
  172. *Grab - rewards risk with positioning
  173. *Forward Throw - rewards space control
  174. *Back Throw - perpetual comeback
  175. *Up Throw - allows juggling
  176. *Down Throw - provides damage
  177. *Neutral B - defense MO
  178. *Side B - offense MO
  179. *Up B - recovery MO
  180. *Down B - control MO
Advertisement
Add Comment
Please, Sign In to add comment