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Thank you Iluvalar for sharing in detail your deep insights into WZ MP GPMs. They are instructive and stimulate us to dig deeper into our assumptions and understandings about the game.
Lets take a moment to circle back to how we got here.
themac wrote:A nice feature not too often made use of is to do some training with your combat units to improve their experiences level. I personally think these experiences could be much more important. Players often make tons of tanks without any experience but kick into the enemy base and that´s it. Even if the enemy would try to repulse that attack with five heroes maybe, they won´t perform much better than five newbies. These combat experence levels seem to be a nice feature when fighting with a hand full units against a very small enemy army, but in Warzone often a mass of units rules the match and makes the combat experiences of single units worthless.
To which the first response was:
ClockWork wrote:And generally speaking, It's hard to get a lot of combat units up to experience. The best way to get a large group of units on higher experience levels is to use commanders, as they give their levels of experience, to the units attached to them. So one hero commander, can give hero levels to 20 or so units attached to it...
The problem with that is, it's harder to manage the commanders, whereas it's easier to roll in a bunch of tanks.
IMO, both make legitimate points about the state of WZ MP.
Now let me backtrack a little more.
Most peeps first exposure to WZ is through the Campaign
and the campaign is entirely constructed as an asymmetric conflict where you the player are in the weaker position of power throughout after your intitial triumph over scavs.
The promise of this type gameplay is not fullfilled in MP. Not even close. What happened ? Basically, a hard retail release deadline and Commanders were a major casuality in their original design development. But this is greatly expanded upon in another thread so I'm gonna leave it at that and continue on the asymmetric track.
It is a historical fact that in asymmetric wars,
the weaker force WINS 30% of the time.
How's that possible ? Good question. And there is a long answer. But that's beyond the scope of this post. My point here being that the possibility, the opportunity, for viable asymmetric conflict is very powerful, very compelling, and the campaign demonstrates that -
for 14 years now. (Yes, the campaign gets easy after you done played through it a couple times. And, it can be improved. However, that doesn't invalidate the initial experience of it, or this argument.)
And in keeping with the definition of a game as a construct that inspires the voluntary effort to overcome unnecessary obstacles, what could be more compelling than the possibility of winning the conflict from an ostensibly weaker position.
The question becomes HOW can you model a 30% asymmetric win possibility in WZ MP ?
For this post, I'm gonna give a brief answer based on a simple definition of power.
Power is the ability to cause or prevent change.
Bluffing, sacrifice, miss-direction..... could be seen in those terms - the asymmetric excercise of power from the force strength weaker position.
Question is - how do you model gameplay to facilitate such opportunities ?
One answer involves Commander / Experience mechanics - advancing their current state such that they are a viable choice in MP gameplay..... for a 30% chance win possibility vs greater force numbers.
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