I found this quite interesting article and would like to share it with you.
Here goes…… and your take.
http://www.mmorpg.com/showFeature.cfm/loadFeature/3663
“If you play a multi-player game for any length of time, you’ll inevitably run into the nerf. In my career working in games, I’ve helped nerf spells, guns, robots and super powers.
As people play together, they are always taking account of how they compare to their fellow players and begin to note which play styles are the most efficient. As a result, they generally do one of two things: They either adjust their own style to include the optimal mechanics or they decide that certain mechanics are too powerful to be allowed and seek to make their feedback known".
“Sometimes, developers act on that feedback and swing the nerfbat. The magnitude of a nerf varies. Sometimes, it’s a simple adjustment of damage tables, changing the effectiveness of certain mechanics, which pretty much every game does on a regular basis. Sometimes, it’s a complete overhaul of certain classes, such as the EverQuest Monk or EVE’s medium spaceship changes. Sometimes, it will be a complete gameplay overhaul, such as Ultima Online’s Trammel.
Calling for a nerf will generate some of the most impassioned and divided discussions in a gaming community. One side is frustrated at their struggle to compete with unbalanced game mechanics. Meanwhile, the other side is replying with a litany of reasons why their mechanic isn’t overpowered. They point to situations where a more specialized mechanic makes their own ability less effective and generally seek to protect their game as they play it.
Players will occasionally make the argument that, “The devs play faction X, so of course they won’t change it.” This statement makes a couple of assumptions about developers that aren’t really accurate.
The assumption that the devs are as hardcore into playing the game as the players are. A lot of devs don’t play much of their game outside of work. They bring a ton of creativity and passion to creating the game and spend all day thinking about it, but the last thing that many of them want to do when they get home is log back into work.
The assumption that devs are well-organized and all play together. Outside of official playtests, most devs I know don’t play their own game together. I’ve been at companies where there is a secret developers’ guild, but it’s usually pretty casual and not organized in the way that a player guild is. When devs do play games together, they’re more likely to play a tabletop RPG or miniatures game, or Rock Band or Soul Calibur.
When feedback starts coming in, you get different responses from designers. They want to take pride in the work that they do and they don’t want their game to be the subject of controversy on the game blogs. So when they make decisions, it’s not in to further some agenda or vendetta. It’s to keep their jobs and feel good about it"
“.At least that’s how it is for the reasonable ones.
Some designers read the forums religiously and are committed to acting on feedback, no questions asked. While commitment to the customer is an admirable trait, it can also be a path to sloppy thinking and snap decisions. The other side of the coin is the designer who is quick to discredit the community and looks for any crack in the argument to exploit. He points to players doing dumb things and claims that the ones who feel the mechanic is imbalanced simply don’t know how to play.
The first stop when considering a nerf is usually the balance spreadsheet. Its formulas will guide you through a number of quantitative scenarios like time to kill or ability X vs. ability Y. It might tell the story of a mathematically perfect game, but it can’t capture intangible elements such as terrain, latency and the infinite number of variables that may come from other players. You could call it a bible, but it is more appropriately considered a work of man with all the flaws that engenders".
(edited by Burnfall.9573)