Balls Out 3 wrote:I agree to an extent. Once a game is too balanced, it does tend to feel a bit bland. I'm not sure "balance" is quite the way to define the problem for me, though. This is a bit hard to describe, so buckle up for a minute. I'm about to get a little abstract on yo ass.
If you were to imagine the "fun level" or "progress" of a game to be plotted out as data points on a chart, the old CRPGs would have a very rocky line, with ups and downs, but a clear overall slope upwards. The newer Mass Effect games would have the same slope as well, but it would have a much smoother curvature (and IMO, never quite reaches the same level of fun).
An example to illustrate this would be like getting the SMG in Fallout. That was a big, satisfying, and fun jump in power, but I wouldn't say it broke the balance. In a lot of modern games you wouldn't find anything like that, you'd just find another gun that is slightly better than the previous one. Another example would be how the level scaling was done, as was already mentioned. Give me the rocky road over the clear, straight, and narrow one any day. Turn the dial up to 11, instead of 6. Fuck having a smooth, even gradient. Hopefully you see my point.
You said what I'm saying better than I did. And I agree, it is hard to express without sounding like you just want to be able to cheat your way through the game, which I don't want. That's why I asked if what I was saying made sense, or if I needed to clarify it further. My point is that systems without any, er, "wiggle room" feel as smooth as they are dull, because there are no surprises.
@axeldeath:
I'm not suggesting that there should be
no balance. My point is that the balance should be focused on maximizing player enjoyment instead of allowing for the smoothest possible ride at the expense of a lot of the game's vitality. I was more annoyed from moment to moment with Fallout 1 than I was with Fallout 3, but I think Fallout 1 is the better game by far. Not that I'm suggesting they make the game actively annoying, because that is the obvious opposite of player enjoyment, but as Balls Out suggested, without some troughs in the "fun curve", there aren't any peaks. The first Witcher's another example, though one I'd rather they didn't repeat. The Prologue and Act One are mostly an unrelenting bore with glacial pacing, but once you get out of the sewers in Act Two, everything clicks and the game suddenly becomes awesome. Again, it's not an example I'd prefer to see repeated in W2, but it was a hell of a peak after so much trough.
I don't want to be annoyed, but I do want to be let off the obvious leash. There are games that feel overly "designed", I guess, and that's shitty. I loved DXHR, and it's technically a "better" (read: more polished and functional) game than Deus Ex proper (well, aside from those shitty boss fights), but it feels like a
lesser game in many ways, because all the rough edges have been sanded off of the design. I feel that way about the Mass Effect games too; as much as I love ME2 and ME3, and actually do feel they're a better execution of the original concept than ME1, there's something rather
small about them, something so overly polished, that every good memory I have of those games has a little sigh of disappointment attached. It's a really bizarre feeling, because I did love those games, and I feel like "They were better than ME1, and also disappointing!" isn't something I can say without being laughed at, but I feel that way all the same.
@Color Blotch:
I really should have said "Mass Effect 3" instead of "Mass Effect", because that's where the problem is most pronounced. I know some people would say it's Mass Effect 2, but I think 3 was worse about it overall. Which is bizarre, because 3 added in revised versions of a lot of the features 2 did away with entirely. But there it is.