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Fallen Earth | Official Site
MMORPG | Setting:Sci-Fi | Status:Final  (rel 09/22/09)  | Pub:GamersFirst
PVP:Yes | Distribution:Download | Retail Price:n/a | Pay Type:Hybrid | Monthly Fee:n/a
System Req: PC | ESRB:MOut of date info? Let us know!

Balancing Weapons Dev Journal, pt 1

Posted by Jon Wood on Mar 20, 2009  | Comments

Balancing Weapons Dev Journal, pt 1 -

In a developer journal from Brandes Stoddard, a systems designer for the upcoming post-apocalyptic MMO, Fallen Earth, fans learn how development team members must continually improve game systems in order to make the player experience more enjoyable. In the first part of the series, Brandes explains the necessity of balancing weapons in an MMO

The process of balancing all types of weapons, but most especially the firearms, of Fallen Earth has been the preeminent learning experience of my time here. Despite our attempted use of Excel spreadsheets, we can’t comprehend whether or not our weapons balancing strategies will pay off for players until the data is tested firsthand.

We started with a spreadsheet full of formulas intended to guarantee that our weapons would be balanced against one another. The person working on the weapon was able to modify its damage per attack up or down until the numbers over in another column came out evenly. There were a few other levers to manipulate, such as weight and range, but we generally recognized that small variations in these statistics were not going to make a weapon more appealing. That's what weapon balancing comes down to, really: creating something that a player is going to want to use. It shouldn't be the best tool for all tasks, but every weapon needs a niche. (Admittedly, one or two weapons claim the niche of "most embarrassing weapon with which to be killed.")

Read Balancing Weapons Dev Journal, pt 1

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