Seriously,
This whole streamrolling thing has gotten out of hand in games these days. In the example game I’m giving here, keep in mind that this is an just to illustrate the core problem. And I’m going to just ramble. Don’t expect this to follow a train of thought.
Let’s play a game where we flip a coin. Here’s the rules:
1. Both players pick head or tails before the game.
2. Each round, the coin is flipped.
3. Whoever wins the most rounds out of ten wins the game.
Simple enough. Let’s add a new rule:
4. Whenever a player wins the toss, they get a pennies, equal to the round number, which they can spend at any time to reflip the coin. So if they win the Round 2 toss, they get two pennies. And if they win the Round 8 toss, they get 8 more pennies.
Already, you should see there’s a problem. The person who wins gets a bunch of extra chances to make sure the game comes out in their favor.
But, still, we see this in everywhere in games these days. (Not usually as a fundamental behind the entire game, but in the smaller interactions that define the game flow and balance). In World of Warcraft PvP(since I love picking on it), combat usually comes down to numbers: The entity with the highest numbers wins. And on winning, that entity is awarded higher numbers. (Technically, they’re given points, which are spent on items that make them better at PvP, but – simplicity, man!!)
I figure the origins of all this probably come from people who love playing games becoming the people who make games. Particularly when their favorite play style is domination, and they craft the game around that idea.
n = n+1 is a fundamentally flawed equation. You can’t balance a game like that. (programmers, hold your tongues.)
But it’s everywhere now. The strong should get stronger and the weak should just be fodder for the strong. If only 5% of your userbase is L33T, and you’re making the game for them, then everyone else is going to get sick of being stomped by some dude who got even more power to stomp them by stomping people the day before. And then you, the dev, are going to get caught in this dismal spiral of user numbers.
Of course, that’s when insidious tactics come into play. “How can we force people to keep playing and make them think that they want to keep playing?”
Either way: Let’s make a game for 20 players. 19 just sit there, while the last one beats on them for hours. So who gets to be the beater, and who the beaten? Well, the dev that makes the game doesn’t like losing when he plays…

