Appraising the Art of Combat pt.6
Sunday, January 16, 2011 at 5:55PM
Richard Terrell (KirbyKid) in Advance Wars, Bomberman, Combat, Competition, Halo, Level Design, Mario Kart, Misc Design & Theory, Super Monkey Ball, Super Smash Brothers, Zelda

Where Slippery Slopes and Comeback Mechanics Meet Free-For-Alls

Games like Super Smash Brothers have a hard time controlling the freedom of FFAs. By "control" I mean maintaining a balance of skill based advantages for each individual player no matter how any other player decides to play. With 4 players in a Brawl match, if the game rules are set so that the player with the most kills after a set time wins, the freedom allows for kill stealing. In other words, if you do all the work to bring an opponent to 130% damage and someone else finishes that player off right before you can. Without any kind of points awarded for assist kills, kill stealing is a big deal. What's worse is having your target consciously run away from you to intentionality get killed by another player (for the purpose of manipulating the overall scores). I call this tactic lobbying

When the rules are set to stock (lives) so that the surviving FFA player is the winner, players have the freedom to run away from confrontation to let the other players weaken/kill each other. There's not enough control in either of these game types to counteract player freedom. The problem is players can fall down a slippery slope for playing Smash Brothers normally, which is completely backwards. Simply playing a FFA game shouldn't shift the gameplay too far away from the core design.  

To counteract this emergent slippery slope of FFA player freedom, some games have implemented comeback mechanics or rubberbanding features to give players a bit more control over the game regardless of how the rest of the FFA players play. The following are examples:

 

The Weak Shall Inherit the Earth... When the losing player(s) gets advantages/opportunities. Such design features can influence the leader to play considering the last place player creating an interesting recycling loop where all play against all. 

 

The last Shall Be First...When the loser (after a round/match is over) is first at some kind of opportunity or advantage. 

 

The Bigger They Are, the Harder They Fall... When leading players have more to lose for a given mistake/disadvantage. 

 

 

The King's Ransom... When the leading player's loss can directly contribute to other player's gain. 

 

In part 7 and beyond we're putting everything to work with detailed examples. 

Article originally appeared on Critical-Gaming Network (https://critical-gaming.com/).
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