Talk about a class-based multiplayer shooter...
Team Fortress 2, released in 2007 to critical acclaim, is a first person shooter designed heavily around it's cartoonish art style, humor, and right out boisterousness. Its class-based character selection gives the players extremely contrasting loadouts at any given time.
What I've noticed about TF2 is its insane amount of balance. To have such contrasting classes and still be able to create level gameplay is quite the feat. However, I think I may have figured out a pattern.
Of course, any good video game relies on the way it is balance. Between gameplay, art, sound, controls, etc., the balance of a game can really define its playability. A well balanced game should not be too difficult or boring for any given player. This is very similar to my conversation on flow from a couple of posts ago. What I've noticed from well balanced games is that there is never an element that is over powerful (duh).
So, how do you do this? How can you prevent one element from being too powerful and throwing off the flow of the game? You could just take it out completely. Or you could use what I like to call the "Rock, Paper, Scissors Effect." The basic idea of the "Rock, Paper, Scissors Effect" is that there is an endless circle of elements overpowering each other. Perhaps "overpowering" isn't the right word though because there is always a chance for the opposite outcome as well.
Maybe it would be best if I provided an example. Look at the classes in TF2: Scout, Soldier, Pyro, Demoman, Heavy, Engineer, Sniper, Medic, and Spy. Each class has their own very unique traits and weapons, which in certain situations will greatly aid the rest of the team. But, just like in Rock, Paper, Scissors, everyone has their nemesis. The slow Heavy has to keep an eye out for the elusive, nimble Spy. The Spy has to be careful that he doesn't run into a Pyro. The Pyro will be quickly disposed of by the Sniper. You get the idea. There are actually many circles of Rock, Paper, Scissors in TF2 and they all seem to make a full loop. This effect means that no one class can ever be over powerful.
If I ever want to make a quick, fun, competitve game, the "Rock Paper, Scissors Effect" will probably come in handy. I really think that more games should consider using this as a way to balance gameplay in a multiplayer situation. That being said, this will only work when the game involves many unique characters fighting at the same time. One on one may not work out the same way. However, I still think it's an interesting mechanic that a lot of games have overlooked.
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