Breach Dev Talks About Asymmetrical Gameplay (And Why Heroes Of The Storm Didn't Succeed)
On GamesIndustry.biz, QC Games President and CEO Dallas Dickinson has plenty to say about his company's game, Breach, which is currently in early access. His primary focus is on how his team approached the challenge of asymmetric gameplay and how that provides varying strategies for players:
When you set up a game where the goals for each side are exceedingly different, finding the weird optimal paths... maybe in the psychology of the player, you already know you're doing something different from that player so what other weird things can you try out?
To support that, Dickinson said Breach gives players on both sides -- hero and Veil Demon -- "a deep toolkit" to pull strategies from. He hopes that will lead to both a number of viable strategies but also full-length matches and "50-50" final boss fights between players and Veil Demons.
He also brings up Heroes of the Storm, which, in creating non-standard MOBA maps that tried to do something else other than the typical three-lane push, wound up restricting itself and reducing the number of viable strategies. That stands in contrast to League of Legends, Dickinson said, which tries to "offer one to four alternative strategies" every season to counter what Riot Games perceives as optimal strategies.
In short, Riot seeks to improve variety by giving its players more to do in its core mode, whereas HotS tried to do that by giving players more modes to play. While those might seem equivalent on the surface -- more is more, after all -- it made it so that, in those alternate modes, there were optimal strategies that made those modes repetitive. I'm not intimately familiar with all of HotS' mechanics and maps, but I'd assume that it was difficult, or impossible, to tweak those maps or heroes so as to introduce that same level of strategy without causing other problems across the rest of the game.
Whatever the case, it's nice to see devs for a new game looking at the efforts of games that have come before them -- even games that don't seem to match their exact genre -- and getting to the core of what worked or didn't work and why. Dickinson also had some things to say about Evolve, which was more similar to Breach, with its asymmetrical gameplay, so make sure to check out the full interview.
About the Author
Jason Winter is a veteran gaming journalist, he brings a wide range of experience to MMOBomb, including two years with Beckett Media where he served as the editor of the leading gaming magazine Massive Online Gamer. He has also written professionally for several gaming websites.
You May Enjoy
Iron Galaxy Launches Free-To-Play Brawler Royale Rumbleverse
The game is available on Xbox, PlayStation, and the Epic Games Store.By QuintLyn Bowers - 1 week ago
Tower Of Fantasy's August 10 Launch Will Have Changes From Recent Betas
The devs are currently preparing everything based on feedback from two closed beta tests.By QuintLyn Bowers - 1 week ago
4v1 Horror Combat Game Monstrum 2 To Officially Launch On Steam Soon
Early Access is available now.By QuintLyn Bowers - 7 hours ago
Blade & Soul’s Newest Update Dawn Of Darkness Releases Today
Players trying to avoid the heat of summer can enjoy an icy event.By Aspen Pash - 1 week ago
💣 Feature | Game Design Spotlight #2: Why Is Grizzly Hills' Wilderness Scenery And Tender Music So Beloved By World Of Warcraft Players?
The zone harkens back to an early MMORPG era of ambient locations, music, and direction.By Anthony Jones - 2 days ago
Sumeru Is Almost Here: Genshin Impact’s Next Special Program Will Air Early Saturday
The time to learn more about Sumeru has almost arrived.By QuintLyn Bowers - 1 week ago