The balance has been one of the most popular themes during the useful life of the Russian mountain of Helldivers 2 to this point, an endless source of debate and controversy among the players, especially when it has been seen that Arrowhead offers more Nerf than fans. However, the game director does not consider that trying to achieve a perfect balance is something that developers should focus too much, because it is a “myth.”
Johan Piledt said that these words, currently in the sabbatical year of Arrowhead, since a break is taken before being trapped in the next game of the studio, during a panel in GDC (thanks, gamesradar).
“The balance is a myth. Fun first, balance later,” said the developer, “game designers today are obsessed with balance. Balance is 5% of the work you should be doing. It is the state of polishing of the design of the game. If you start thinking about balance and use it as a method for success, you are an idiot.”
He added that, in his opinion: “If you balancing all chaos, you have made an unimportant game.” Therefore, basically, it does not exaggerate dogmatically in search of some ideal status in which its great multiplayer Buff and Nerf Ying and Yangs mix perfectly, because it will make the game less interesting to play.
Certainly, you can see where it comes from: it is those little imperfections, provided that they are not manifesting in a way that can break things or totally ruin the fun of all, which often make playing great things of shots online so explosive. Most likely, a Pileledt lesson has been learned or had his opinion on the 2 2 Helldivers Camino during the past year. I think that trying to find a good balance has probably assumed much more than 5% of the work that the game developers have done at that time, especially given at a time that they had a full 60 -day plan that saw the team “continue to reexamine our approach to balance.”
The result, as was demonstrated again in this week’s HD2 patch, has been a buff -heavy approach, which Pilestedt defended vocally for a while, it really stands out, with the aim of, as he said here, prioritize weapons, strategies and similar fun, even if that means that the knobs become slightly more towards the most of the lowest than the postponents. To keep things difficult, fans have promulgated similar to things as enemies. Then, balancing, but done in a way that developers still consider having a lot of potential for chaos.
Do you think this approach has been working and keeping 2 interesting Helldivers? Let us know below!