over 2 years ago - /u/FrostGiant_Studios - Direct link

In November, we asked for your opinions on different aspects of competitive map design. We read every response to these posts and greatly appreciate the time and thoughtfulness of this community. Below we share our thoughts on some of your comments.

/u/_Spartak_ highlighted the dichotomy between faction asymmetry and map variability. If factions are significantly different, such as in the way their units function, it can be challenging to have a variety of maps that remain relatively balanced. For example, in the StarCraft franchise, the Zergling by itself forces a significant amount of map design considerations due to its impact on all matchups, particularly regarding the size and shape of choke points around the natural and main bases. The Liberator and Reaper are other great examples of units that drastically impact the way maps are designed, requiring safe zones and jump spots. This relationship is something our design team is consciously thinking about from the beginning, with the goal being meaningfully different factions without overly compromising the potential for diverse maps.

We’re also exploring ideas for how different factions can interact with the map in unique ways, something /u/Cortez527 touched on using Warcraft III resource gathering variations as an example. Another good example of this is the way in which Zerg expands in the original StarCraft, oftentimes taking a more physically distant third base due to its increased defensibility or Vespene gas compared to closer expansions. Later, Zerg Nydus Canals mitigate any drawbacks of this distance between bases. We think healthy and interesting faction asymmetry can come from more than just unit differences, and varied resource interactions are just one of the ideas we’re currently exploring. We discussed this in more detail in a previous topic: asymmetry.

/u/c_a_l_m discussed balancing maps with the intention of each faction being equally viable. From our perspective, we'd like to prioritize the goal of emphasizing diversity among maps in a ladder pool rather than chasing the never-ending stick of each individual map being perfectly balanced. This view comes from our experience with SC2 where modern maps tend to fit a mold, and games play out rather similarly from map-to-map. By prioritizing diversity, individual maps can find the room to promote one of several distinct styles of play from each faction.

There was a lot of discussion on the pros and cons of interactive or dynamic features of competitive maps, such as destructible rocks, watchtowers, creeps, or objectives. /u/chris888889 noted that, especially in the StarCraft franchise, these features can tend to be binary: you either destroy the rocks or you don’t. Chris also said that these features should enhance existing core gameplay mechanics, for example by creating opportunities for surprise, as opposed to providing overwhelming advantages to a player that lead to victory. For competitive 1v1 map design, we agree whole-heartedly. On the other hand, we think there will be opportunities for more influential map features in co-op or team play modes. Team play modes may also provide more opportunities for us to go above and beyond the binary nature of interactive map elements, creating greater strategic diversity from match to match.

Finally, /u/TopherDoll discussed the significance of RNG timing, which is something we will keep in mind if RNG is going to be a part of our game (this is still to be determined). The earlier RNG presents itself to the player, the more impactful it tends to be. A poor roll of the dice early game can limit a player’s options and decision matrix before the game even gets started, which we think feels bad. We’ll be keeping this in mind when it comes to discussing any forms of RNG, such as spawning locations on maps that allow for more than two players, and work to either mitigate the impact (for example, by identifying to players where their opponents have spawned) or negate it entirely. We also think that RNG comes in different forms, the best of which provide players with multiple potential strategic pathways after the RNG has occurred. A simple example of this is the “Discover” mechanic in the Hearthstone card game. Discover is a card draw mechanic that presents players with three random cards to choose from, allowing for more strategic decision-making compared to simply drawing a single card.

In closing, the design team found the responses to this discussion topic particularly informative, and we appreciate your comments. Please check out our current discussion topic on esports–-the responses so far have been great and we hope the discussion continues. Additionally, be sure to subscribe to the Frost Giant newsletter on our website to get more information about our journey: https://www.frostgiant.com/.

As always, thank you for your valuable input, and have a happy and safe start to the new year!

-The Frost Giant Team

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