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BHVR Almo on why ASYMS fail

He posted this to reddit a little while ago so im just gonna copy and paste it here if the mods dont mind as i think he says some interesting things about the killer role is horror asyms

Disclaimer: after 6 fun years of working on DBD with an amazing team, I've moved on to another studio to work on something new. These opinions are mine, and not those of Behaviour Interactive.

First, it's extremely hard to set up an asymmetric game of any kind that works. From a game design perspective, you're not able to assume that any rule fair to one side is fair to the other. Worse, asym horror games tend to put multiple players against 1. There are a whole host of reasons this is difficult to get right, but that's a huge topic better left to another discussion.

With regard to games that set out to compete with DBD, they often start by saying "we're gonna fix X which is a deep problem with DBD". Why not learn from the competition, right? Well, sometimes it then turns out that X is something that makes DBD work.

I was a VHS (Video Horror Society) early adopter, and a Superfan (large DLC purchase); I'll use this one as an example. Much of the discussion of how this game works comes from my 110 hours spent with the game as well as discussions with my Twitch audience.

VHS failed in large part because the Monster couldn't tunnel or camp. It seems clear to me from the design that they looked at DBD and figured that the biggest thing its players hate is tunneling and camping, so they eliminated those tactics.

But that meant the Monster ended up fighting 4 Teens most of the match, and there was no way to deal with a particularly difficult Teen. You'd finally kill one, and then they'd get the book of the dead and you're at 4 again. It was miserable to play Monster, so few did. I am a DBD Killer main, and I even gave up playing Monster because it was so miserable to play. I'd rather wait in a 15-minute Teen queue and play something else in the meantime than deal with that.

The difficulty in killing one Teen early also made its 25-minute matches feel very samey the whole way. DBD matches have phases: 4 Survivors, 3 Survivors, do we try to finish gens or hatch jockey, hatch hunt. That results in large shifts in play style over the course of one match. There are issues with some of these stages, but that they are present adds variety to each match.

There was also the ping system, another response to something DBD is perceived to be lacking. It hurt the atmosphere and made it much more gamey. Also, it meant Teens had a much easier time learning to coordinate against the Monster.

Then there were the Journeys; these were sets of challenges for players to do to earn stuff. Nice in principle. But some of these encouraged VERY bad behavior on the part of the Teens. Imagine you're losing as Monster; the Teens have one more Sigil of the four to take to win. Instead, they keep chain stunning you with the other attack types in order to fulfill their Journey requirements. They're encouraged not to win, but to bully the Monster for their unlocks. We can't fault the players... they're just behaving in the ways that the systems encourage.

But part of this issue steams from another thing they wanted to fix from DBD: "We want more interaction between the Killer and Survivors, and we'd like to be able to hinder the Killer more than we can in DBD." One reason DBD works is that the Survivors try to do gens to open the gates, and the Killer tries to stop them. It's never about stopping the Killer, but delaying them until you can get the gates open and escape. In VHS the Teens want to kill the Monster and the Monster wants to kill the Teens. I would argue that the goal structure being set up like this means DBD can give the most important thing to the players: the sense of an unstoppable Killer. When I boot into a game as a Killer, I don't want to be afraid there might be a Survivor lurking around any corner with a weapon. I want to go in and watch them scatter like rabbits when I come near.

This brings up what's called "ludonarrative dissonance". When you see VHS or DBD advertised, you are being sold "80s movie monster runs around murdering civilians". What you get in DBD is largely that. In VHS, it's considerably harder to kill individual Teens, and so you're not getting what you were sold. You may have a difficult time actually completing kills in DBD as it's difficult to learn to play. But that's a totally different feeling than what you get in VHS where so many systems and rules are set up to make it systemically difficult to kill a Teen.

It's easy to give reasons like "DBD has the licenses", "it has more content", or "it's already established" as reasons for competitors' failures. Or that "they didn't market it right", or "their early access was not done well". VHS shipped with 3 monsters, 6 teens, and 3 maps. Over the course of their one-year early access, they released 2 new Monsters, 1 Teen, and 2 Maps. They tweaked a lot of things, and listened to player feedback. It was very impressive for such a small team.

But my experience as someone who was on the DBD team for 6 years and having played VHS and Evil Dead quite a lot is that these competitors just aren't as much fun.

Like it or not, despite its flaws, DBD is a brilliant game that's just fun to play and competitors have to beat that part to survive. Focusing on DBD's flaws and fixing those first is the wrong way to go about it.

I'm never happy when my fellow game developers slave away on a game for years (VHS was in the works for 5 years) and then fail and lose their jobs. They worked hard, they cared about their game, and it's clear they put everything they had into it. The studio behind VHS unfortunately appears to be gone now, and that's a shame.

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Comments

  • bjorksnas
    bjorksnas Member Posts: 5,761

    I think part of why vhs failed wasn't really because of the faults like its hard to turn it into a 3v1 and get the game in your favor it was more people didn't want to stick around long enough to play vhs, they more wanted dbd that "fixed" the things they didn't like and when that dried up they didn't have any attachment to the characters or sunk cost fallacy from a price tag on the game so they just left.

  • solarjin1
    solarjin1 Member Posts: 2,281

    only thing i knew about almo was that he like camping with irl head back in the day. Hope the best for him moving forward. Appreciate his hard work he put into dbd

  • Brokenbones
    Brokenbones Member Posts: 5,231

    Not to mention being physically forced to stare at the ceiling any time you got a hit lol

    Talk about trying to fix what wasn't broken with dbd's post hit 'weapon wipe' idea

  • BurnedTerrormisu
    BurnedTerrormisu Member Posts: 258

    I truly hope that the other game designers of dead by daylight dont share almos narrow view of things.

  • Dwight_Fairfield
    Dwight_Fairfield Member Posts: 7,125
    edited January 23

    I remember he answered my question about giving Mikey some buffs about 4 years ago on one of their Q&A streams.

    He said he looked at Mikey's performance in terms of pick rates and kill rates and felt he was in a good spot with both. He also said he felt Mikey's power was unique and didn't need any changes.

    I suspect its because of him or people who were influenced by him is why Mikey went years without any changes.

  • Rizzo
    Rizzo Member, Administrator, Mod Posts: 17,997

    Just a reminder that naming and shaming is against the rules, you are allowed to discuss the topics, but let's avoid attacking the person.

    Thank you.

  • Halloulle
    Halloulle Member Posts: 1,364

    Not entirely sure how what's been said so far is attacking the guy (or maybe it's been edited without the "edited" caption?)

    But on the topic:

    I have never played VHS and I've never developed my own game - but I have done a few things on causation and the sheer number of variables given by the guy makes it kinda impossible to tell what the reason of VHS not succeeding was.

    Given that he names "fun" as the main argument in favour of dbd, I seriously doubt it has to do with a camping/tunneling mechanic; it's one of the things players find the most unfun (except all those who find it fun somehow never say so anywhere). Some say it's necessary - but that means it should be addressed.

    I do agree with the expectation part though; tools against the killer directly should be limited; it's all about stalling the killer, not stopping them. It's 'playing for time'.

  • GentlemanFridge
    GentlemanFridge Member Posts: 5,868
    edited January 23

    I mean, as much as I appreciate the developer side of the argument for once… I feel like his comparison to VHS kinda falls flat. I assume this was written around the same time that VHS shut down, so that’s why he was talking about it.
    Apparently this is very recent. Curious, that.

    I think he gives DbD some undeserved credit here. VHS failed due to mismanagement. No question about it.

    For starters, the closed beta lasted far too long, which made its playerbase too good at the game. Because of that, there was no initial honeymoon phase that normally comes with a new release, where nobody knows what they’re doing and it’s exciting and fresh. Instead, new players were put off by just how unforgiving Monster was to play against experienced teens.

    As a side effect of that long closed beta, it seemed to take forever for any new content to drop. For that matter, the Monsters that were there and did get released barely differed from one another, ability-wise. Only Dollmaster presented a unique playstyle.

    The comment about the devs accepting feedback directly contradicts what I’ve heard, though I don’t know enough to really comment on that.

    You could very much camp and tunnel?? Wasn’t there a “feast” mechanic or whatever that allowed the Monster to speed up the bleed-out bar? Similarly, I don’t see what was stopping a Monster from tunnelling a specific Teen. Sure, it gave the other teens a lot of time to make weapons, but you very much could tunnel.

    Some other things that I think VHS had going against it:

    Maps were entirely static. Randomising the locations of the crafting stations alone would’ve alleviated this a lot, I think. Some windows also were just too strong as instant chase escape options.

    That random scream-towards-the-ceiling after a hit tried to solve an issue that was barely one to begin with, and somehow made the basic idea of the elegant ‘wipe’ so much worse.

    What even was the point of starting as a fake teen?? You’re staggered for far too long for any ambush to work, so why even bother?

    Allowing a player to stunlock another player is kind of a cardinal video game sin. Overwatch, to name an entirely different example, had this issue as well when Brigitte released. People loathed her.

    The way Teens were killed was really convoluted. Quite simply, it took too long. In DbD terms, you’re effectively always slugging your downs. You don’t do anything with them after they’ve gone down, other than maybe that feast thing I’ve mentioned. On that note, that minigame you could do to speed up your recovery bar always felt really out of place to me.

    WART’s model didn’t make sense. Too top-heavy for a bipedal creature. Nitpicky, but still.

    Werewolf did nothing to riff on the basic concept of a werewolf. That could have worked if they expanded on who the human actually was, but as it stood it was just kinda bland.

    Post edited by GentlemanFridge on
  • LeFennecFox
    LeFennecFox Member Posts: 1,307

    For starters, the closed beta lasted far too long, which made its playerbase too good at the game. Because of that, there was no initial honeymoon phase that normally comes with a new release, where nobody knows what they’re doing and it’s exciting and fresh. Instead, new players were put off by just how unforgiving Monster was to play against experienced teens.

    This is very true onboarding for killer was a very miserable experience. I got a beta key a little before the games launch and gave it a go and my first 5 games were against very experienced players. They were complete stomps I had no back and fourth like a new dbd player will tend to have their first few games. Immediately swapped to teen where it was smooth sailing until I got bored and came back to dbd.

  • Jarky
    Jarky Member Posts: 640
    edited January 23

    I don't particularly agree that camping and tunneling is some of the reason DBD is successful compared to other asyms - maybe it's not what was meant in the initial point raised. I think the main point is that DBD is a game of push and pull and being able to eliminate a survivor from the match is the PART that makes it successful, which I agree with. I don't think DBD should ever have revive mechanics in its survivors.

    I think DBD can be designed in such a way that eliminating a survivor from a match is achievable without tunneling and camping being the go to and most effective strategies by rewarding the killer MORE for spreading out their hooks rather than rewarding them the most by 3 hooking 1 survivor out ASAP.

  • Coffeecrashing
    Coffeecrashing Member Posts: 4,018
    edited January 23

    ”It took too long to kill survivors” would be a DBD problem if severe anti-tunnel mechanics were added to the game. How is the killer role supposed to feel like a killer role, if the game heavily encourages all 4 survivors to be alive for most of the game?

    And I’ve still seen zero realistic suggestions on what compensation buffs killers should get if the game had a bunch of anti-camping, anti-tunneling, and anti-slugging mechanics.

    Because all the things survivors want, would super move the kill rate down, and killers would need severe compensation buffs, to move the kill rate back up to around 60%.

  • Jarky
    Jarky Member Posts: 640
    edited January 23

    And I 100% agree with you - I rarely tunnel and camp my survivors out and win a lot of my games, however many killers go to strategy is tunnelling because it is the most effective thing to do.

    I think it's entirely possible they can encourage chasing a different survivor and discourage going after the same survivor who's just been unhooked by implementing core gameplay mechanics which support that. I don't think tunnelling and camping should be ELIMINATED strategies, as meaningful choices in gameplay is more interesting than removing choice entirely.

    My rather blunt and to the point opinion on DBD's balance state at the moment is that a lot of its design and gameplay issues (on both sides to be clear) are solved by perks rather than being implemented in the core gameplay experience and I think BHVR should be looking at why that is.

    Regardless I do agree with the main large point of Almo's conclusion. In spite of the gameplay and design issues I think DBD has, it is by and large exceptionally fun a lot of the time.

  • TheSubstitute
    TheSubstitute Member Posts: 2,605

    As someone who played VHS from start to finish the game would still be alive today if Danger Sense had been implemented from the beginning. Unfortunately, the fact that Monster needed help wasn't recognized by the devs and the people who were attempting to justify the issues by screaming that it's okay for one side to have a significantly lower skill floor than the other. Danger sense evened out the skill floor enough that Monsters could get started.

    Having any side in a game with a wildly disparate lower skill floor, or tactics that result in the same effect, will lose players from the side with the much higher skill floor. I don't think VHS would have been wildly successful but it would have retained enough players the game would still be alive today if Danger Sense had been implemented at the end of beta.

  • bjorksnas
    bjorksnas Member Posts: 5,761

    Some of the time it was like that, depending on who you went after or how well the chases went you could just rotate teens the entire match and keep weapons to a minimum and win very quickly. The corner ambush problem definitely should have been fixed earlier but I still had a 97% winrate playing against it

  • Reinami
    Reinami Member Posts: 5,785
    edited January 23

    When you look at every asymmetrical game that has failed there is one thing that is similar to all of them.

    The game was balanced in a way where playing the "1" or the "killer" or the "monster" or whatever else, was impossible at high levels because the game was balanced for "casual" players, and since, by definition, most of the players in the game were "the survivors" or "the hunters (evolve)" and whatever else.

    This leads to a cascading effect where,

    • at high levels, nobody wants to play monster, so they quit or switch to the survivor side
    • In order to deal with queue times, the devs expand the queue system to get matches quicker
    • Lower skill monster/killer players start going against these high level teams and losing more and more
    • They decide to quit
    • Queue times increase for everyone
    • Suddenly there are no monster players left
    • Everyone quits because it takes 10+ minutes to find a match that you might play for 5 minutes.

    I have been playing Asym games since Evolve, and most of them have died precisely for this reason. Playing the "monster" SHOULD make you feel powerful, but in an effort to balance for the other side (because there are more players) they make them super stressful to play where a single mistake ends the game, and nobody wants to do that.

    DBD has also been like that, and i feel it still has a ways to go, because at the highest level this game is still a joke, but unlike those games you have to get pretty high up in DBD before that happens. In DBDs current state, its definitely the best it has ever been (even if there is still work to do). If DBD was like it was at launch with literal infinites, 2-3 times the number of pallets and so on? The game would be as dead as the others.

    It would be really interesting to see what would happen if an Asym game came out specifically designed in such a way that the monster was probably going to win every time, and what might happen to the game then, would people not want to play the survivor role because they are going to lose? What if they made it fun to play. For example, look at Battle Royale games, the reason they succeed is because they are fun and you lose most of the time still. Because they are designed in a way where, you go in against 100 people and know you probably are going to lose, but when you win, it feels amazing because you won against all odds! What if there was an Asym game like that?

  • ReverseVelocity
    ReverseVelocity Member Posts: 4,686

    Playing a game and designing a game require different skill sets. Being good at one does not mean you're good at the other. Some people who are very good at playing the game can sometimes have pretty objectively terrible ideas for game balance.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 730
    edited January 23

    Much less often than those that make them in my experience. It's much easier to put your own foot in your mouth when you make the game is the issue. It just comes off as a "my way or the highway" mind set.

    Post edited by biggybiggybiggens on
  • Reinami
    Reinami Member Posts: 5,785
    edited January 23

    F13 was a special case due to the lawsuit, i never actually played death garden, but it was definitely true for evolve. I have the limited edition one that i bought on Xbox back in the day and was playing day 1, and 100% that was true for evolve.

  • H2H
    H2H Member Posts: 830
    edited January 23

    IIRC, one of the Evolve devs blamed that game’s failure on 2K not allowing them to patch more often than every six weeks. He said they often had fixes for bugs within 24 hours of reporting, and then had to sit on them for a month and a half, watching the bug ruin the game for people for that whole time.

    I loved Evolve and 2K did that game dirty.

  • Ayodam
    Ayodam Member Posts: 3,262
    edited January 23

    The only way it was true for Evolve was if you played against a super efficient team of hunters (rare in and of itself) who were out of your league. Even then if you brute forced one of them out early and made it 3v1, you stood a solid chance at winning depending on your monster. You could snowball in that game pretty easily depending on your monster.

  • Yggleif
    Yggleif Member Posts: 305

    I get what Almo is trying to say but I think "camping and tunneling" is the wrong way to put it. I played VHS for a short time and Monster was miserable to play because of the teens were coordinated it felt like you were the one that had to run away from them so that already felt bad because you're the side the doesn't have a team and then when you did get a down it wasn't particularly satisfying they're just down and you know they'll come back later and it was hard to tell how close they were to dying. I think hooking is underestimated as a satisfying period to the end of a chase and VHS didn't really have that. I think that was the core issue was at no point did monster ever feel satisfying to play even when you did well because it was a clunky stressful experience that lasted forever.

    I'm okay with longer games, I've had 20 minute hag games that were cinema but that's because there's better pacing of there's the setup, the initial encounter, and then the chaos of traps going off and survivors getting hit left and right. Hag games used to actually hit horror movie beats (Hag doesn't feel this way anymore for a variety of reasons but that's it's own topic) but VHS never did it just takes forever to do anything and all of it can get reset rather easily which made games that were a stomp still drag.

    Also the whole looking up thing after a chase was an awful idea, it's literally the reason I don't play nurse and every monster had that and none of them were anywhere near nurse level.

  • Reinami
    Reinami Member Posts: 5,785
    edited January 23

    Sounds familiar doesn't it? Again, read what i wrote, i said that at the higher levels of play, monster was too difficult to play against good teams.

  • JPLongstreet
    JPLongstreet Member Posts: 6,145

    I actually forgot about Death Garden and VHS completely, and didn't play either of them, just saw some footage. The Monster role in VHS did seem a chore to play effectively though. I don't think either was even available on the consoles anyway.

  • ratcoffee
    ratcoffee Member Posts: 1,642

    CoconutRTS said that Deathgarden failed because it was too easy for the hunter to eliminate one of the scavengers early & no reason not to do it, and he played Deathgarden before ever touching DBD. I trust his judgement, especially since I see him as someone who favors the killer side but is generally able to come up with balanced takes despite that.

    My takeaways from that are that BHVR need to do a better job of both incentivizing spreading pressure and making tunneling less feasible.

  • crogers271
    crogers271 Member Posts: 2,047

    It's interesting how many people here seem to have played a lot of VHS, especially given how small its player base was.

    I haven't played VHS, though I watched some games, and I wished this post dealt with more games out there.

    First, it's extremely hard to set up an asymmetric game of any kind that works.

    I think this is absolutely true and asymms add on layers of complexity to the already complex process of developing a successful video game. I also think its really important to bring up when people say 'but in other games'. Assyms are very unique.

    Well, sometimes it then turns out that X is something that makes DBD work.

    This is true, though generally true about entertainment in general. Sometimes the things that are disliked are actually necessary to give value to other things.

    What exactly are they though is an incredibly tough question.

    VHS failed in large part because the Monster couldn't tunnel or camp.

    I complain about tunneling and camping, but I can see this being true. Its all about degrees. No basekit BT strikes me as absurd and pointless, but so does the idea of survivors coming off the hook as untouchable ghosts. In an elimination game the right balance needs to be struck between 'totally safe' and 'no chance'.

    That said, from the times I watched VHS, monster (and the game as a whole) just seemed dull and not related to balance at all.

    This brings up what's called "ludonarrative dissonance".

    Massive problem with Deathgarden actually, though in a different way.

    There was also the ping system, another response to something DBD is perceived to be lacking. It hurt the atmosphere and made it much more gamey. 

    I think this point gets missed out on the forums a lot. A game has to have fun, theme, etc. That will die off eventually, but you need that element to actually make the game worth playing to the point that the feeling fades away.

    One reason DBD works is that the Survivors try to do gens to open the gates, and the Killer tries to stop them. 

    I think this is a really good point (though one Deathgarden also failed on this in its first version), that actually misses the true mark.

    Both sides in DbD have differing goals, and have numerous ways that they can try and accomplish those. Killer can defend gens, spread pressure, tunnel, snowball, etc. This is true for survivors as well, they can gen rush, they can slow play and heal up, but they can also harass the killer (looping builds, flashlights, body blocks, etc) to slow down his objective.

    Having this variety of possible ways to accomplish the same goal I think is one of the reasons DbD has had such a long life. Survivors should never be able to 'beat' the killer, but that doesn't mean they need to 'scatter like rabbits' to make the game appealing. And it would be a bad way to approach a game design because fear is a feeling that quickly disappears in video games, so you can't count on it if you want the game to have a long life.

    But my experience as someone who was on the DBD team for 6 years and having played VHS and Evil Dead quite a lot is that these competitors just aren't as much fun.

    Like it or not, despite its flaws, DBD is a brilliant game that's just fun to play and competitors have to beat that part to survive. Focusing on DBD's flaws and fixing those first is the wrong way to go about it.

    Probably the best part of this, and also the part that is easiest to miss. It's hard to define why DbD is fun, but it is hitting the right mix for a lot of players.

  • H2H
    H2H Member Posts: 830

    I played a decent amount of Deathgarden in both roles and in both iterations and for me the fatal flaws were:

    1. In the first iterations, scavengers could stunlock the hunter for so long it was basically impossible to play. The stunlocking was removed in the second iteration. However,
    2. In the second iteration, there was no incentive for the scavengers to do anything except hide in a bush. Eventually the timer would tick down and the exit would open and they could escape, no matter if they’d done their objective or not. The last games I played of DG were just this happening over and over.

  • crogers271
    crogers271 Member Posts: 2,047

    As someone who really liked Deathgarden, played a lot of it at a time that I didn't think DbD was even a good game, let me say that is true, though Deathgarden had a lot of problems.

    Hunters were overpowered as a balance issue, but worse it just felt like there was nothing you could do. Hunters could jump, stun, headshot in such quick order and there wasn't really any counterplay. Which is a huge pity, because before Hunters mastered everything BHVR gave them the game was an incredibly fun mix of chases, hiding, and decision making.

  • TheSubstitute
    TheSubstitute Member Posts: 2,605

    Monster in VHS was pretty good at past beginner level and quite often easy once you made it past the insane skill floor. The cascading effect of Monsters leaving was because VHS balanced around the top and didn't throw the new Monster players a bone. That's why there were so few Monsters; from balancing for the top almost exclusively.

  • biggybiggybiggens
    biggybiggybiggens Member Posts: 730
    edited January 23

    Especially if we get a year full of ONLY original chapters.. Licenses are the only thing that keep this game afloat. I'll stand by that point forever.

  • Reinami
    Reinami Member Posts: 5,785

    That is the opposite though, new players would be playing against new players, so it wouldn't be the case. VHS was horrible to play as a monster and nobody wanted to be the monster in general.