Comment on Stories and Mechanics around punishing over-aggression

ampersandrew@lemmy.world ⁨2⁩ ⁨weeks⁩ ago

To your first bullet point, your own example of StarCraft. Rush strategies are usually so all-in that they win or lose in a couple of minutes. If they’re successfully defended, the defender now has such an advantage that the rusher can’t come back from it.

I actually don’t know of a game that’s ruined by an “aggression meta”. I don’t think I agree that it’s a problem. Neither rushing nor turtling is incentivized in StarCraft. The push and pull that the designers wanted from a given match is the optimal way to play, and you’ll find more success chasing that than either turtling or rushing.

I’m heavily invested in the fighting game scene, and the genre’s been getting more and more “aggression mechanics” for a long time now; some might call them “neutral skips”, skipping the part of the game where the two players try to approach each other. There’s a clear reason for why they do this: it’s way more fun to watch. Street Fighter V often devolved into two players left on their last pixel of health, since you can’t kill with chip damage (for the most part), so it was a boring situation of both players fishing for a last hit as the clock ticks down. Now, whether it’s Street Fighter, Mortal Kombat, or Guilty Gear, you have a meter that you use on offense and defense. Being offensive rewards you with more and allows you to be more offensive, and being defensive will drain it. You can still have that moment from SFV that was supposed to be tense, but now it’s actually tense, because while that player is defending, the resource that prevents a checkmate situation is draining down, and when it’s empty, it’s basically game over.

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