Fair is Fair, Too

So last time, I talked about fair matchups. The gist of it was asymmetry is great because it opens up the number of possible strategies and play styles in a game. It gives different players different tools to deal with different threats – each other – and each side of a different matchup ends up playing very differently. Asymmetry makes things so much more interesting. And different. Did I say different enough?
If Unreal Tournament ’99 had only one weapon – the rocket launcher – it’d be an alright game. There’s plenty of interesting spatial dynamics the weapon has, and players would still be jockeying for territory and control of power ups and all that, but people’s approach to a given map would get stale quickly – the person who secured high ground first would probably win. You’d be losing out on all the interesting dynamics that the other weapons bring. Imagine a game where one player has a bow and a dagger, and the other has a sword and a slingshot. There are interesting emergent qualities that develop when these asymmetrical tool sets clash! The slingshot can’t possibly outrange the bow, so the bow player wants to stay as far away as possible to maintain their positional advantage and land hits. The sword player needs to use cover to his advantage and avoid getting shot to get in range of at least his slingshot - or better yet, his sword. The slingshot has lower range and damage than the bow does, but finding rocks to fire with it would be easier than finding arrows for the bow, so the bow player has to worry about conserving his arrows where the sword player doesn’t. If the bow player runs out of arrows or can’t beat the sword player before he gets close, his large positional advantage disappears and now the sword player has it! Up close, in range of the slingshot, the bow player has to start looking for cover, and in melee range, his dagger is at a severe disadvantage to the other player’s sword.
It’s a lot more interesting than two bow players fighting each other – they have roughly the same range and ammunition (given some variance in a level), but neither wants to go in close before all their arrows are out. It’s more interesting than two sword players fighting each other – as soon as they’re in slingshot range they’ll slingshot at each other, and as soon as they’re in sword range they’ll sword each other. The dynamics of the match don’t change nearly as much because both players are trying to solve a problem – how do I hit the other player – and they have the same solution for it.
So, Bow Player vs. Sword Player (expect it in July of 2017! (maybe (don’t bet on it))) is interesting, in large parts because the dynamics of the fight change over the course of the match, more so than Bow Player vs. Bow player or Sword Player vs. Sword Player (expect them never). Is Bow Player vs. Sword Player fair, though? I haven’t a goddamn clue! It probably depends a lot on how large the levels are, how much damage the weapons do, how many arrows Bow Player gets, how much cover is available, how quickly each player can run, and a thousand other factors. And that’s the problem with asymmetrical games – there are so many factors that determine whether one character is balanced against the other. It’s hard to tell if you need to tweak something more, or tweak it less, or radically change it in order for the balance to get better.
I don’t think my last article was particularly strong, and it’s because I used examples from existing games and tried simplifying their dynamics in the interest of brevity. Hopefully, this hypothetical example feels better fleshed out. Unfortunately, it leaves me with no easy way to segue into my next topic – so I’m going to leave that for next time. Fair is fair, fair is good – that’s what you’re shooting for when designing games. However, there is a case to be made for designing deliberately unfair things. It sounds completely against everything I’ve just said, but it isn’t – and that’s where it gets really interesting.
Fair is fair. Until next time - when unfair is fair.
-Jacob