Designing Challenges vs. Designing Gimmicks
in Guild Wars 2: Heart of Thorns
Posted by: Nova Stiker.8396
One thing that plagues Guild Wars 2 dungeons is mechanical gimmicks. When something is designed to be artificially harder, even though it makes little sense.
The reason why this is important because ArenaNet has designed it right (See Molten Bosses) and designed it terribly wrong (See Captain Mai Trin)
When I read the article, it boasts about pushing players to it’s limits which is cool but it says nothing about actually difficulty.
In fact, ArenaNet has difficulty wrong. In the article, it states that it wants to force players to think outside the box and bring things to handle the content coming.
WRONG.
WRONG.
SO WRONG.
First things first, how do you design difficulty? Designing difficulty is very easy actually, making something harder is NOT based on numbers or mechanics but rather allowing the player to make mistakes.
—hoW ToO miSTAkE—
Mistakes in its core, is difficulty.
The more mistakes a player can make, the easier the content.
The less mistakes a player can make, the harder the content.
So when you have 5 zerker warriors face tanking the boss, it’s not entirely that the boss isn’t doing enough damage, but rather the warriors are not getting punished for making mistakes. They can get hit and keep going.
There are two kind of mistakes.
- Unable to stop the problem (like getting hit)
- Unable to fix the problem (like no conditions removal)
This is VERY important. What I am afraid of is; there will be a boss with 5,000 toughness and the best way to defeat it is to spam conditions. See, that is NOT difficulty, that is a gimmick. Instead of challenging players ability to handle problems, they are given a problem to solve, thus in its core removing active combat.
If you want bosses to push players to their limits, you must give the bosses problems that THEY create. Allowing players to react to them. That is by far the biggest issue with Guild Wars 2 combat is that there is only ONE best reaction, raw damage. Enemies offer absolutely no points of weakness, no reward to punish the ENEMIES mistakes. You can make condition users feel more helpful not by giving a major boss 5,000 toughness but give the boss the chance to gain a super shield of sorts. You have a chance to stop the shield and everyone is rewarded but if you fail, gains a bunch of toughness until its shield breaks.
—How NOT to create a gimmick—
This is ultimately what separates gimmicks from bosses is the rules you set for the fight and giving the players an option to react.
Alphard, Serpent of the Waves and Captain Mai Trin are a perfect examples of terribly designed bosses in their own unique way. Alphard is immune to conditions, for no reason. Has a super attack that annihilates everything but can be stopped by a wall. Captain Mai Trin would be unstoppable but Horris, instead of being supportive with powerful AoE attacks, flat out gives you the ability to defeat the immortal captain.
Okay, so, those are gimmicky because they are badly designed?
WRONG.
WRONG.
WR-okay, yes, but lets examine deeper.
They are challenging, yet, they do not punish mistakes.
This is a prime example of bigger numbers does not equal bigger challenge. A party success is based on how well they can avoid 1 attack. For every problem they give, there is only ONE solution. Only one answer. You can punish players for not responding properly but when you reduce the right answer to only 1 thing, it feels simple and boring.
ArenaNet raid designers, I cannot stress enough how vital it is to understand challenge and your article is hinting that you might not fully understand it. The Molten bosses were amazing but Mai Trin was 99 steps backwards.
I can go on and on about designing bosses ideas, but there is a very good chance this long article will be read by no one. Lets hope the importance is at least understood.
(edited by Nova Stiker.8396)