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Why "Gen Times" Aren't the Problem

This is going to be my attempt at helping people understand objective mechanics, and why saying "gen speeds" is actually a bad way to think about it.

As is evident in many, many posts on the forums and reddit and youtube videos and so on an so forth, people are constantly talking about gen speed. Things like "gen speed is too much", or "survivors can finish all the gens in 3 minutes". As far as I can remember, this has been the big bad for all of DbD's lifetime. Gen speed.

I think this is a non-progressive way to think about it. So, what is a progressive way to think about it?


Segway! What I think of when I someone asks me what a perfect objective/gamemode looks like, I think of Team Fortress 2's payload mode.

For those of you that don't know of TF2 or haven't played it, in payload on the offense team you have to "push" a cart through a map, onto the final capture point, or on the defense team you have to stop the other team from pushing the cart. The entire gamemode starts with a time limit (usually 5 minutes), with multiple mid-way capture points through the map that add time. The flow of the game is the back-and-forth between the offense team pushing, and the defense team stopping the pushes.

So, on the offense team, if you push the cart with no stops along the entire way, the game can be completed in 2 to 3 minutes. That's the "objective speed". Of course, no game is ever that short. The game is prolonged quite a bit by the defense team interacting with/stopping the offense team from pushing the cart. The whole "game" is the interaction.

So, what makes the interaction happen? What facilitates it? In my opinion, two things. One: map design based on character abilities, and two: win conditions. Of course, the biggest and most obvious one is the win condition. People want to win, and they'll do what it takes to accomplish that. The other one is much more subtle, but just as important, if not more.

Map design is so important in games. In TF2, maps usually have very open areas where the interactions happen, and more compact areas where downtime/travel time occurs. TF2 can afford to have generally larger maps because the characters all have ranged weapons, and that lets people interact from much farther away.

This is where DbD comes back in. Maps in DbD are huge. There are very very few ranged abilities in DbD, and even so, none of them are hitscan, so the large map formula does not fit. It makes player interaction few and far in between, and overall makes the game less fun. All of the interactions occur at very close range. This is why "gen times" come into question all the time, because there is no interaction to stop the objective.

If the maps were smaller, it would even be fine to increase pallets and lessen gen times. To an extent.

This is the progressive way to think about the game. Not in "gen times", but "why are gen times".


TL;DR: Bad map size & design causes less player interaction, and is the reason why "gen times" are accused of being the problem, because there are no interactions to stop Survivors from doing their objective.

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