December 17th, 2008 Zen
I’m going to talk about player satisfaction and rewards in Left4Dead, the latest game to use Valve’s Source Engine. First, if you don’t know what it is, dart over to the Left4Dead website and find out what the game’s about. Then dip your feet in its Steam Community Forum, but don’t stay too long or you’ll be corrupted.
The vast majority of users posting there have their own gripe with the game, ranging from game play to technical issues. I’m just going to talk about game play, because that’s where we’re talking about player rewards. Most of the forum topics there are pleading the L4D developers to improve or degrade aspects of some player abilities. These changes are frequently only suggested for the direct competition value in L4D’s versus mode (where a team of Infected are tasked with stopping the Survivors from making it through the level). So it always will be with any game.
What makes this game particularly unique is the degree by which one team wins or fails. I’m not talking about the scoring system (which is itself a subject of complaint). I’m talking about the simple act of surviving the level. Because of the unique way in which the Infected attack, dividing the Survivors and picking on the weakest or slowest is the objective. Infected players cannot survive more than a few rounds from any weapon fired by the Survivors, and deal damaging by pinning a Survivor with their special ability, before they deal continuous damage. The pinned Survivor cannot save themselves, but must rely on a teammate to kill the Infected player pinning them first.
L4D places its emphasis on team work, which it relies on heavily. A team with one good twitch gamer cannot survive the level if one player meanders behind the rest of the group. 3 of the Infected team have pinning attacks, so a Survivor team less one man can be pinned simultaneously and end the game. The game can be decided in the time it takes between the second-last and the last player rounding a corner.
Because of this reliance on teamwork, especially moving together (not lagging behind or rushing ahead), the correlation between a small difference in skill and a small victory is completely destroyed. A team is made or broken on the skill of all its members. Goodbye player satisfaction.
A symptom of this larger make-or-break system is the constant blaming of aspects of the game. The AI Director, for example, which is primarily used to make the game more exciting, is often blamed for favouring one team. The Automatic Shotgun is another, with people complaining that it gives Survivors too much of an advantage. Here’s something I’m just gonna throw out there - how does the L4D team fix balance issues with such a make-or-break team play? How do you test the fairness of weapons or abilities?
My solution? You don’t. Try to balance, by all means, but don’t fret. It’s not going to be possible to get this game resembling perfect. The game is hard. Harder if the enemy know what they’re doing. But when you play both sides of the confrontation, does it really matter? You get your chance to do exactly what the opposition did to you.
I can understand why people complain about this game. I personally love it. I don’t mind getting my face ripped off by a Hunter. It’s cool. There are zombies. I’m a manly man for playing this game. But it doesn’t reward individuals, or let them compensate for the lack of new players or the inexperienced. Frankly, I’m not surprised that L4D has a smaller following than Team Fortress 2. The type of players who will not get frustrated at the game, like me, are the ones who can laugh with their team and say “oh well, we tried”.
Posted in Console Gaming, Game Balance, PC Gaming, Player Satisfaction | 1 Comment »