I have been working for some months on a tactical RPG, and the question of pacing multiplayer fights was one of my first tasks. Unfortunately, it looks like the subject “pacing multiplayer games” is not really discussed (I have searched the GamaSutra archives but didn’t found anything).
So, here are my thoughts, based on other games.
The ideal curve
The ideal tension curve for a multiplayer combat follows the traditional curve of pace / tension / narrative stuff, composed by a sum of small rises and declines that go into a great ending climax.
This is the only curve we have to know :-)
This curve is very classical: it is basically the same we find in every solo game. In a multiplayer game, each rise corresponds to a decisive clash, while declines are moments where players retreat to lick their wounds or manage secondary conflicts.
In a solo game, this curve is controlled by different means: story, screenplay, difficulty, etc. All these techniques are predefined and relatively easy (*cough*) to handle by designers.
In a multiplayer game, these points are not necessarily available and we have to find other ways to obtain the same results. Taking references from competitive multiplayer games, I have tried to extract the most used techniques to create that pacing curve.
Evolution with player’s abilities
During a game, each player’s abilities get stronger and more intense. This evolution assures both a renewal of the game experience and a constant growth of intensity.
Player’s abilities increase during the game.
Pace and intensity follow the player’s abilities.
Here are the three main ways to improve the player’s abilities:
The panel of strategic choices widens. Players have more alternatives in their actions. If some strategies counter other strategies, this can create really interesting mind-game dynamics.
The effectiveness of these strategies. New strategies are more and more powerful. This point is a prerequisite to push players to adopt new strategies.
The general power of the player’s avatars. As it implies no strategic or tactical change, this is probably the least interesting method. An important point to take note of: during their progression, avatars should always earn more destruction power than survivability (evolution should enforce the Entropy, see below).
Example - Counter Strike:GO
The Shop of CS:GO
Each round, the player earns money they can spend to buy weapons.
Weapons are to be considered as strategic options (as in “a submachine gun gives tactical advantages that differ from a shotgun”). By accumulating money, the player widens their panel of strategic choices.
Also, there is a power rank for the weapons (assault rifles are deadlier than simple pistols, etc.) A rich player has more effective strategies at their disposal.
At last, the bullet-proof armor directly increases the general power of the player’s avatar, independently from any strategic consideration.
Example - StarCraft 2
During a SC2 game, the player develops their economy and their tech tree. Economy allows the player to create more and more units. Technology unlocks stronger and stronger units.
Units are to be considered as tactical choices. During the game, the player increases both the number of his strategic options and the effectiveness of these strategies.
Evolution with steps
Generally, players’ abilities don’t evolve linearly but are marked with steps. The player becomes suddenly more powerful because he unlocks a new skill, gets a new weapons, etc.
These power steps are interesting for different reasons:
In a confrontation game, we have to compare the curves of the different players. Steps are generally not placed at the same timing, because of the asymmetrical design of units/races/character’s class/etc.
Steps bring moments of tension, during which one player has a temporary advantage.
If we compare the two curves, steps in the power curve correspond to peak in the pace curve.
Example - HearthStone
Flamestrike is a mage card that deals enough damages to clear the opponent board after turn 7. It means turn 7 can be considered as a step up in a mage player’s power curve.
Furthermore, a seasoned opponent can predict and counter Flamestrike by avoiding playing creatures at turn 6 (or playing only creatures that can survive FlameStrike).
Example Heroes of the Storm
In HotS, when a team reaches level 10, all its players unlock their ultimate ability; the team gets a huge power leap at that very moment. This rule dictates a specific pace: if your team has reached level 10 and your opponent hasn’t, you have to attack because you are sure to win any team fight.
Some strategies have emerged to use this mechanic, for example getting to level 10 before your opponents at the very same moment as a strategic objective spawns on the map. These strategies and pace peaks are indirectly generated by the notion of steps.
Here, the blue team making the most of its level advantage to create a pressure the red team cannot contain.
Evolution of resources
In some games, the evolution of a player’s abilities relies on one or more resources. In the previous examples: money for CS:GO, Mana for HearthStone, minerals / vespene gas for SC2.