4 ms·
> Most super popular games these days have a short skill ceiling and an accessible skill floor; encouraging getting good isn't a major focus of design. What ga
by david_shaw 7y ago
> Most super popular games these days have a short skill ceiling and an accessible skill floor; encouraging getting good isn't a major focus of design.
What games are you thinking about where this applies?
Many of the most popular games with which I'm familiar (Overwatch, PUBG, Starcraft II, DotA, League of Legends, Counter-Strike: Global Offensive, etc.) seem to have very high skill ceilings. That is, high-level competitive players in those games are way better than the average gamer.
I think a big way these games bring in players/stay current is by having a very active esports scene -- which only really works when you have "pro" quality players.
With the exception of time-gated achievement games (most MMOs, for example), the trend I see is a low barrier-to-entry but a very high skill ceiling.
One tactic that seems pretty common is to get people in-game quickly (f2p), teach them the core gameplay mechanics, then make it a very time-consuming grind to achieve the highest levels of play.
- dleslie 7y agoYou've listed mostly previous generation, or much older, games. Overwatch being somewhat the exception, though I would say it has a very low skill floor and a mediocre skill ceiling. Overwatch is nowhere near the skill ceiling of Quake 3, IMHO. Consider that in Fortnite a junior player can outlive and outlast a seasoned player by avoiding conflict, and score reasonably well. In Pokemon Go and other similar mass market games, skill is an after thought at best; it's all about the balance between engagement with your friends and community and grinding levels and awards; intrinsic versus extrinsic. The prolonged death of arena shooters is the evidence of the importance of skill.