Fun vs fair
So I seen this video by pixel brush that I think brings up a problem with dbds design lately.
Putting an emphasis on fun over fair is such a bad design because the concept of fun can change so drastically per person.
Does anyone else think we need to focus on fair gameplay over what is fun for some but not for others.
The video explains it much better than me but I was wondering on other opinion on this.
Comments
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I agree on that however at this moment I don't think the devs seem to care about balance any more
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Yes 100%. Fun should never be a metric for objective balance
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If the developers feel that balance can not be fun, means something is wrong here.
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The thing is fun is completely subjective what you fine fun I might find unfun. Balance isn't about fun first its about making it fair which isn't a subjective term.
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Looking at Deathslinger... RIP my boi
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It's easier to have fun when things are fair.
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Fair is fun. As a killer, even losing matches, if I felt like I stood my ground, had a fair fight, put up a good fight with chases and hooks....
I had fun.
Where I don't have fun are those matches where I feel like I struggle to catch up to anyone and within a few minutes of the match 3 or 4 gens pop and I end up with only 3 or 4 hooks.
That doesn't feel fair, or balanced at all. I can't imagine survivors having much fun either when the game lasts 5 minutes with hardly much killer interaction bc the poor bastard is chasing 1 or 2 survivors that are pallet magnets.
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The focus on objective balance over fun kinda killed Overwatch for many people.
I'd hate to see the same happen to the party game dbd that was never meant to be a competitive esports game
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The majority of people aren't out there saying DbD should be fun but unfair. People want it to be both. The problem is that the devs have made balance changes that completely ignored the idea of fun. Making something feel clunky or slow, that's not fun. Red Dead Online has a similar problem where the guns keep getting changed, you have to spam buttons to move fast, and it feels miserable because those things distract from simply playing the game. In DbD as certain killers I'll be pushing pushing pushing on the thumbstick trying to get the movement I need and it fights me every step of the way, it feels crappy and it's not fun. Or I'm staring at a power bar and losing track of everything else on screen as I wait to use my power, or I don't stare at the power bar and screw up trying to use my power. That's frustrating, and I don't have fun, so I put the controller down and wait for the survivors to finish the gens and leave so I can switch to any other killer or just play a different game entirely.
Fun is subjective in terms of whether you prefer stealth or long range or tactical killers. Fun is less subjective when it comes to the simple things like the controls, cool downs, excessive limitations, skill caps and punishments that far exceed the reward, etc.
We want the game to be fair and balanced. We don't want it done at the expense of fun. We want harmony.
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DBD is the complete opposite imo. It focuses way too much on the fun side than the balance side, and it doesn't even do that correctly
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The game isnt balanced around fun at the slightest.
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If it isn't fun for both sides, it is poorly designed
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Balance and fairness are subjective, at least partly. For Fairness, for example, just look at Tunneling. Nobody even agrees on what exactly Tunneling is let alone whether or when Tunneling is "fair".
And for balance, subjectiveness comes in when you decide what metrics you're using to balance things. For example, look at gen speeds. Some people seem to want gens to be completed about 50% of the time and if gens are completed more often than that they're "too fast and not balanced". But if you come at it from the metric of "most games some survivors live and some die" then you have the implication that the Exits will be open most matches which means the gens get done most of the time, not just 50%. So in that metric a 50% gen completion rate would be too slow.
Or another example is which data sets do you use to determine if kill rates are too high or too low? Should you only look at games involving only very highly rated players? Do you use games from the top half of the playerbase? Do you use all games? Or a weighted average of some sort where higher rated players' games count more toward the metric than lower rated ones? How you answer that question determines different results when you calculate your kill rate metric, and you can have things that for instance are very effective against average players looking powerful if you use an All Player filter but looking weak if they're not effective against highly rated players (e.g. Hex: Third Eye Blind has a Semi-Charmed Life against average survivors but does poorly against top tier survivors and survivors on comms.)
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Well, what the hell is the point of playing a painstakingly fair game if you aren't going to have fun? Fun flows from fairness (among other things), but the opposite isn't true.
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