If you've ever had a conversation with
me about playstyles in a game, whether it be a card game, a video
game, or a Tabletop game -- there's a good chance you've heard me
reference the Wizards of the Coast archetypes for Magic the Gathering
players, Timmy, Johnny, and Spike. For this Audley Enough, I'm going
to examine how FPS titles can make weapons that appeal to all the
archetypes – even the guns designed for Timmy and other casual
players to enjoy solely in the campaign, in order to make them fair
in competitive play and therefore a weapon Spike can enjoy.
If you haven't read the Wizards of the
Coast article about the archetypes, and don't have time to, let me
summarize:
- Timmy likes to live large. In card games, he likes big creatures and big spells, and to win by outright dominating. In an FPS landscape, Timmy's the one rushing for the tank or the Rockets no matter what. He wants power at his fingertips.
- A Johnny wrote the Yu-Gi-Oh anime. He likes combos. He likes to use deck-building in card games as a form of self-expression. Winning is nice, but he wants to win on his own terms. When a Johnny player stumbles upon a Shooter, there are two things that appeal to him: being rewarded for smart choices and pulling off that perfect weapon usage to get that sweet kill. (Think the Walshy-trademarked “insta-splode” in Halo 3. That's something a Johnny introduced to the community...before Spike perfected it.
- Spike wants to win. Period. He wants the best, most efficient tools at his disposal to do so. He wants to win every game if he can. Spike also likes opportunities to outplay his opponent mechanically and feel like he's rewarded for being better at the game than his opponent.
As a lifetime Johnny (with a generous
helping of Spike mixed in), I'm a player that really enjoys being
able to play a game my way, whether it's the most effective way to
play or not – I love to win, but I like to win by forcing a player
to react to the unexpected. In some games, I do this because I know
my limitations and that I won't win a straight up battle of skill,
but I still want to win.
In a card game like Magic the
Gathering, where deck-building is a large part of the business model,
creating cards that appeal to a single player archetype is fine. You
don't care if Spike likes the 8/8 monster with a ridiculous cost for
its effect – if he gets that card from a booster pack, he simply
won't use it, and he'll go buy more booster packs until he gets what
he wants. It's not a problem for a card to not have broad appeal.
In a First Person Shooter, however, a
gun that doesn't appeal to Spike may be outright cut from the game
when the game is put into the hands of tournament organizers.
Shotguns, “Noob Tubes,” Needlers, and the like are often cut out
of the competitive console shooters we see. They don't fit into the
line of thinking common among Spikes (and let's face it, if you're
organizing a tournament, you're at least a half-breed Spike.) in
terms of what “outplaying” an opponent is. Spikes have almost a
tacit chivalrous code in terms of what constitutes “proper
fighting” in their mind – if you used a CQB weapon you're a total
LAMER right? (These types of Spikes are what Sirlin would call
“Scrubs” – but they make up a large portion of Spike
communities. They don't care about letting the game evolve around
the things that counter their concept of proper play.) We meet top
mid at daybreak, 20 paces, first to 4shot wins.
You may wonder how you determine
whether a weapon (or a player) is a Timmy, a Johnny, or a Spike in a
shooter – I devised a set of three questions, with each one being
directed toward a specific player archetype – chances are if you
are anything but a Spike, it will come through in the first two
questions.
- Regardless of how practical it was to use it, what is your favorite weapon in any Shooter you have ever played?
- This is generally the Timmy question, though a Johnny will shine through as well. Timmies will answer power weapons. Johnnies will answer weapons that were hard to use. My personal answer was the Shock Rifle from Unreal Tournament – a very Johnny weapon.
- Spike will usually answer the “default” weapon from whatever his favorite shooter was.
- Regardless of how reliable the weapon was, what weapon felt the most satisfying to use optimally?
- This is generally the Johnny question, though a Timmy can spring up here. Johnny will answer a weapon that felt genuinely difficult to use well.
- The Timmy in me really liked the Redeemer from Unreal Tournament and answered that here.
- The majority of Spikes I saw answer this question responded with some sort of Sniper Rifle, though a few included the “default” / utility weapon from whatever Halo they liked best, or whichever CoD they played the most of.
- What weapon you've used in a shooter felt like it had the most impact in a game or match? (This doesn't just mean it was stronger than all the others -- keep the ammo and spawn timer of a weapon in mind.)
- This is the Spike question. No matter what archetype you are, you answered something strong here. Whether you're a Timmy or not, that probably meant a power weapon.
- Coming from a BTB background, I answered the Halo Reach DMR due to its sheer versatility – again, that's the Johnny in me bleeding through. I'm not Timmy enough to answer Rockets or Sniper to this – which were the prevailing answers in my polling.
So, how do you incorporate weapons that
would appeal to Timmy and Johnny without making them “banworthy”
weapons for the competitive scenes where Spike likes to show he is
and forever will be the best? Well, that's what I'm here to talk
about. Aren't you glad you have such a well-spoken Aud-onis like
myself to assist you in these troubling game design conundrums?
First, let's take an example of a
success story. And... you know, despite the fact that the game's
core design was a miserable failure competitively... I have to point
to Halo Reach.
SUCCESS, the Timmy/Johnny/Spike
special: Halo Reach: The Grenade Launcher
This
is a beautiful example of fine game design from its very core to all
of its practical applications. It's a power weapon, with the
potential to instant-kill – congratulations, you've appealed to
Timmy. Holding down the trigger after firing prevents the grenade
from exploding right away, and when you do release it, it blows up
instantly with an EMP blast and the potential to kill the target.
Congratulations, you've appealed to Johnny. And, because of the mix
of Timmy power and CLEAR ability to outplay opponents with the
“cooked” grenade mechanic, you've given Spike a weapon that he
knows he can show off his power with. Welcome to the League, Halo
Reach Grenade Launcher.
And
going a step further, since the above only applies to 4v4 settings –
the Halo Reach Grenade Launcher's EMP-capabilities appeal to all
three archetypes in Big Team Battle as well – stopping a vehicle in
its tracks means potential to highjack it or destroy it. So even
though the Grenade Launcher alone isn't likely to kill a vehicle,
it's great for combatting them and getting you out of a hairy
situation with just one cooked grenade giving that terrorizing tank a
close shave.
I
don't want to harp on the Grenade Launcher too much – if you've
played with the Reach GL, you probably know well enough how good it
felt to get a kill with the weapon, and how it had plenty of room for
mastery of Spikes, versatility for Johnnies, and power for Timmies.
So we'll just stop there.
FAILURE, the Timmy/Spike
abomination: Halo 3 Spartan Laser
This may be
controversial – retrospectively, a lot of people still like the
Spartan Laser. I fucking hated it. Part of it is the fault of the
Halo 3 BR on large maps being about as spray-on butter for making
toast (sure, it got the job done eventually, but you had to fucking
push the button so many fucking times when all you wanted was a
goddamn piece of toast for fuck's sake buy some real fucking
butter.)...but a bigger part of it was just how overpowered the
Spartan Laser was.
Now, I say the
Laser is a Timmy/Spike weapon, with little appeal to Johnny, because
there's simply no finesse to it. I mean, some Johnny players may
like it because they want to specialize in keeping vehicles down.
But it's on such a long respawn timer and there's usually only one on
the map for 16 people to fight over. When it comes to using it, the
thing's a bit too easy for a Johnny to truly care about. Spike likes
it because it means his enemies aren't going to be running any
vehicles, so they have to fight him with their rifles. Aww yeah,
that's the shit Spike likes.
So why is the Spartan Laser a failure?
Well, in addition to not really being adopted by Johnnies (clearly I
speak for all Johnnies, #forumlogic), its sheer existence and
possession in a game meant an entire other playstyle was off-limits
to the team that didn't possess the laser. If your team had the
Laser, you're free to run vehicles. If your team didn't have the
Laser... WELP GOOD FUCKING LUCK BUDDY.
If you wanted to run a Warthog on
Standoff or Valhalla, and you didn't have the Spartan Laser... well,
somewhere on the map there's a Spike hiding behind a rock, pointing a
red dot at the rock while the rest of his screen is watching you try
to utilize a few rocks for cover and that cave to sneak around behind
the hi—AAAND IT'S GONE! Goodbye Warthog, you're dead now. Two
kills to the enemy team, good job mates!
So how do you make the Spartan Laser
acceptable? Well, what are its problems?
- It kills vehicles too quickly – there's almost no counterplay once you're targeted. (Again, part of this is the fault of the H3 BR being a shitty weapon. Teammates can't descope the Laser user.)
- It's too easy to use for that instant-kill potential.
- On Valhalla, it spawns in the most important control point on the map, so the team that gets map control gets the weapon best at keeping map control as well (heavy snowball mechanic.)
- In 4v4 situations, the charge is too long to allow it to be reliably used as an anti-infantry weapon. I mean, how often do you see SERIOUS players picking up the Spartan Laser in default Team Slayer on Construct? You'll see it in Lone Wolves when a person can rely on having Gold alone and laser into the purple lifts, but that's about it.
Okay, so apart from the 3rd
problem up there, this is actually a pretty easy group to fix. You
know that long charge time...and instant kill discharge? (I don't
have exact numbers, so let's throw some placeholder numbers – you
charge up for 2 seconds to kill in 0.1 seconds.) You may not realize
it, but that discharge actually fires 5 shots...five individual laser
shots that each deal a lot of damage. So this is actually a really
easy design to fix – you take that 2s charge time, and you shift
some of it to the discharge time. Instead of charging for 2 seconds
and discharging in a near-instant, drop the charge time to 1s (or
slightly longer), and make the 5 discharges in subtle pulses over a
full second as well – to get the full kill on a person, you hold
the Laser over them for 2 of the 5 pulses – you've now not only
nerfed the Spartan Laser, but you've also added one of those LoL Core
Design philosophies I went so in-depth in my last Audley Enough
about: Meaningful Choices.
If the Spartan Laser's discharge is
done over a longer time period, it has a lot more potential as a
multi-kill weapon against infantry that are clustered – and it's
also weaker against vehicles, as they have a chance to stop in their
tracks, or in the Banshee's case, roll AFTER the Laser has begun
firing in order to attempt to evade – it requires more skill for
the Laser user to secure the kill (Hey, Spike, here's more
differentiation for you!) – and given its new increase in
versatility, and the faster charge time making it more ideal against
clustered infantry, Johnny can decide to pick up the weapon in
smaller maps and attempt to utilize it to live his dreams of being a
Ferguson police officer.*
*Note:
I played Cards Against Humanity for the first time last night. I won
handily. I make no assertion that every, or even any, Johnny player
aspires to work in law enforcement, nor display questionable moral
code should they choose to do so.
FAILURE, The
Johnny/Spike red-lasered step child: Halo 4 Light Rifle
I
wanted to like the Light Rifle. It was a really cool design for a
utility rifle. It did more damage scoped than unscoped and fired in
a completely different manner (single shot instead of burst). The
single-shot scoped variant could kill in one less shot than the
burst-fire mode, meaning relying on your single shot skill rather
than some “oh you only missed a little” burst-fire (though I
can't actually recall if the LR allowed partial-hits with its burst
mode). But you could also mix in the unscoped shots with 2 scoped
shots in a way to keep the same shots to kill, so cases of
rapid-strafing or jumping in close range combat could allow you the
freedom to choose when to scope (or simply press-hold-release the
scope button to scope in for the shot and unscope after).
The
Light Rifle was a prime example of a weapon that displayed two vastly
different aspects of gun skill: accuracy and calculation. The
calculation portion was where the gun became Johnny bait. In a
battle of Light Rifles, the better gunner almost always won –
whether it was by more-accurately four-shotting in scope, or by
knowing you could dodge or force a missed headshot with the scoper's
flinch and a timely jump to get the leg-up while you elected to
remain unscoped.
The
Light Rifle didn't live up to its hopes and dreams though, and wasn't
really adopted by the player-base despite its very
competitively-conducive design. And part of that is because when it
came to the default Rifles, there was a clear-cut choice for Timmy.
The DMR didn't kill much slower than an LR 4-shot – and it also had
much more forgiving aim-assist and in the case of BTB maps, the
longest red reticule range of any rifle (30 longer than the LR and 60
longer than the BR/Carbine). It wasn't really a contest. Timmy
wants power, Timmy wants the DMR. And when it comes to a DMR versus
an LR in regular combat situations... you lose the finesse required
of winning an LR vs LR. You pretty much have to go for one of the
Four-Shot methods... and your opponent has a weapon that helps him
aim more. You're trying to play craps when one of the dice says 4 on
all 6 sides. It's not easy.
Since
Spike wants to win, and Timmy wants the most powerful weapon – and
Timmy is favoring the DMR, that means Spike also wants the DMR (hey,
it's the most powerful.) – so the LR gets left in the dust for
Johnnies alone to play with. Sure, you could master the LR enough to
the point that it was formidable even against a skilled DMR – but
what's the -point-?
So
how do you fix the Light Rifle for everyone to like a little more?
Well, let's reassess its problems...
- Weaker up close since you don't want to be in scope in close range fights where flinch will affect your aim more. Heavy reliance on quick-scopes in short range.
- Shorter range on long maps (prior to DMR nerf/LR buff in the Weapon Balance patch.)
- Freak occurrence where there was a method that made it take 6 shots to kill instead of 5 unscoped or 4 scoped, not sure if the bleedthrough issues that caused this were fixed.
- “Felt” harder to aim than DMR/BR.
- Longer range than BR/Carbine not able to be accentuated on smaller maps.
Unfortunately,
these problems are a lot harder to really deal with – and some of
it just the actual feel of the gun rather than practical issues. I'm
not entirely sure myself if the aim assist on the LR was different
than that of the BR or DMR, but I know it just seemed like it was
more difficult to aim – even though it was my personal preferred
weapon.
The
slower kill time than the other rifles in its unscoped variation made
it unappealing to use short range – so bumping that up to better
compete would help. I think the weapon balance patch actually took
the WRONG approach by slowing the unscoped rate of fire for the LR.
Make it MORE competitive against the others in its unscoped form.
You don't want it to lose in the core stages. Hell, after the
update, it killed 0.3s slower than the DMR, while the BR and Carbine
closed the gap to the scoped LR to a mere 0.2s (1.2s vs 1.37/1.4).
Its low unscoped rate of fire meant that to combat the “midrange”
rifles, you had to be scoped in the entire time. If instead you
raised the unscoped rate of fire (but nerfed its RRR to lower than
the unscoped BR/Carbine, matching the AR or other automatics) you'd
give a window for the BR/Carbine to be favored, while still enabling
the LR-wielder to weave in scoped shots well enough to take advantage
of their faster kill time, so long as they didn't miss the assistless
unscoped shots.
To
reiterate: Increase the unscoped LR's rate of fire while keeping its
damage low (Hell, nerf it to a 6 shot if you want) but make it so you
aren't outright punished for utilizing the LR out of scope. Nerf its
unscoped aim assist if you don't want it winning in closer ranges.
The
disproportionate advantage of the DMR over the LR was fixed with the
weapon update – though I think the nerf wasn't quite strong enough
– because I felt both deserved to be nerfed, not the LR buffed
while the DMR was lightly nerfed. The RRR of both was roughly 25%
longer than BR/Carbine and 20% longer than the Magnum (wait, the
Magnum was longer than the BR/Carbine? Yep. Pistols are better than
Rifles, silly.)
But
you have to make the weapon -feel- like it really is the strongest of
them if it has the POTENTIAL to be the strongest, and that's the
department in which the Light Rifle failed. Timmy didn't want to
touch it, Spike wanted the DMR pre-nerf and the BR post-buff.
Because the LR just wasn't worth the effort to learn. And so the LR
ultimately devolved to a Johnny-only weapon that not even Johnny
really wanted to try to use. Make its base power strong enough to
compete and its optimal power strong enough to overpower, and you've
got a weapon even Timmy won't overlook, and Spike and Johnny will be
much more interested in.
FAILURE, the
Timmy/Johnny unrealized potential: Halo 3 Brute Shot
This
is a weapon I feel was drastically overlooked by the competitive
community, and really isn't as big of a failure so much as it was
simply not given the chance to shine the way it could've been. This
was a weapon I used whenever I had the opportunity. As a BTB player,
knowing how to use the Brute Shot was an undervalued skill that could
help on any map.
Unlike
the Halo 2 Brute Shot, the Halo 3 iteration packed a much stronger
punch (though, sadly, its melee potential wasn't as impressive. I
missed the Halo 2 jumping one-hit beatdown.) Four body-shots with
the Brute Shot would kill a target, or a full clip of nearby shots
could finish off the target or leave them at half health. It was
great on Rat's Nest for taking out CQB campers who waited atop doors
– either by outright killing them with splash damage or by using
PHYSICS and SCIENCE to bounce them off the ledge. Those same Physics
made the weapon a terror to any improperly positioned Warthog on
Standoff.
Why
does Timmy like it if it's not an instant-kill weapon? I mean, it's
a fucking grenade launcher, sort of. With a big-ass blade. The LOOK
of it screams Timmy weapon. It may not have delivered to the power
fantasy Timmy wanted when he picked it up, but that's why Spike
doesn't really give many fucks about the weapon. Meanwhile, Johnny
knew its stun potential and the ability to send a Warthog re-enacting
Dane Cook's “flipped into a Ravine” routine (literally...) were
not to be trifled with. It was strong in tight corridors as well.
It was an underestimated weapon – Johnny's favorite.
On
110% damage settings (read: Halo 3 MLG settings) the Brute Shot was
actually worthy of being a Spike weapon. It became a 3 body shot
kill. Half a clip direct to kill, a full clip indirect. That's a
fucking good Spike weapon. I'm not entirely sure why the weapon was
never given a chance in MLG – perhaps they just felt the
longer-spawn timer Rockets were better for game health (and, given
how stale Pit TS became, I think Rockets may have been the ONLY thing
that could've broken those stalemates) but on maps like Onslaught,
Construct, Amplified, or maybe even Guardian, the weapon could've
seen some use, somewhere, perhaps. Maybe not, but it wasn't really
given the chance it truly deserved in Halo 3's hayday.
So,
if I'm sitting here saying the Halo 3 Brute Shot was a failure, why
am I praising it? What could've been changed to make it a better
weapon?
- The blade needs to be implemented in its design – it LOOKS like it should be a great melee weapon, but it's no different than any other. It literally only deals 2 extra points of damage. I don't actually know if this has any effect on whether or not 1shot+melee is a kill or not (as opposed to the 70 damage normal melees vs 72 brute shot) but the Brute Shot itself doesn't actually feel like the melee is better than a gun's melee. (Also since the weapon has splash damage, the idea of a 1shot+melee at CQB range is a bad idea... it semi-stuns both players and makes you feel like you're punishing yourself for trying to kill at close range even with the melee coup-de-grace to follow the shot.)
- Three direct shots for a kill in default settings – half a clip so a skilled player can get 2 kills with a clip. This was implemented in the Brute Shot's Halo Reach / Halo 4 sister weapon, the Concussion Rifle. This change is necessary for Spikes to not feel like they're guaranteed dead in a 1v2 if they have this weapon.
That's
it. That's really all it takes. After all, we saw the Concussion
Rifle in the Halo 4 Global Challenge as a core part of the design and
focus of the 1v1 matches on Skyline. The only noticeable mechanical
difference between the Concussion Rifle and the Halo 3 Brute Shot is
its shots to kill on default settings. No need for 110. Buff its
damage, makes it stronger for Spike – it's still strong enough for
Timmy (better than a BR or AR if you land your shots, it's pretty
fucking rapid-fire!), and versatile and unique enough for a Johnny.
I
have other examples I can offer from non-Halo games, and got a lot of
good answers to my 3-question poll when I posted them on forums,
Skype, and Twitter – so I may revisit this subject in the future,
but for now, I think I've rambled enough. I don't want to wreck your
eyeballs too badly while they're still recovering from the massive
two-parter on vehicles. (Speaking of which, I may revisit this same
subject and apply it to vehicles.)
But
for now, you'll find that Audley Enough, the most beloved weapons in
shooters are weapons that could appeal to all three of the player
archetypes described herein – even if they were ultimately the core
weapon of the game's design. Take the Tribes Spinfuzor for
example... an instant-kill default weapon that required ridiculous
finesse to use... though, Tribes' steep learning curve makes it a
game only Spikes and Johnnies can really stick around, as Timmies
will feel useless even with the power weapons at their disposal off
spawn. But thanks for reading and remember, if you have something to
say in response, post a comment or contact me on Twitter
@TiberiusAudley.
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