Tacticular Cancer: We'll have your balls

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Editorial Gamasutra against Ability Cooldowns

Discussion in 'RPG Codex News & Content Comments' started by Crooked Bee, May 4, 2012.

  1. villain of the story Magister

    villain of the story
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    Cooldowns are an inherent part of the game systems in these types of games which are almost always real-time, braindead.

    Sorry, you are stupid and pointless, just like all the morons.
  2. Infinitron RPG Codex Staff Patron

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    It does not reload itself in the background, you need to reload it when you switch back to it.
  3. PorkaMorka Arcane Patron

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    Yeah, I don't want to come off as defending single character RPGs, they're shit, outside of competitive PVP games (which I don't have time for anymore).

    But cooldowns do make sense, as long as time is a meaningful resource. 5 minute cooldowns wouldn't make sense in a single player game where you could just sit and wait out the 5 minutes. But in a multiplayer online game, time continues ticking no matter what you do and other players can act while your cooldowns are coming back.

    So they're more meaningful as limits on your power.

    And short cooldowns of a minute or less still make perfect sense in a single player game. It lets the developer say "this ability can be used once or twice a fight","this ability can be used about 5 times a fight", "this ability can be used as much as you want".

    It allows for more fine tuning when balancing the game.

    Because powerful abilities with dramatic effects are more fun. Single character RPGs can get very, very boring if you can only use a few bunch of mundane unspectacular abilities, since the combat is usually not very interesting from an action game perspective or from a tactical perspective.

    If you give the player character the ability to do cool stuff like run super fast, vanish into thin air, blind his opponents, go into a berserker rage, break out of crowd control, teleport short distances, shield yourself, guarantee a crit, etc, it makes things more interesting.

    But introducing dramatic, powerful abilities can require some sort of additional balancing mechanic. Simply having them take a ton of mana isn't sufficient as a way to balance things; the developer may wish to encourage complex interactions of multiple character abilities. That won't be possible if you run out of mana whenever you use a power ability. Cooldowns allow the developers to say "you can use both of these power abilities together, but you can't spam one power ability over and over".

    You're right that Vancian magic seems very weird when you try to think about how "it would really work". But I don't care, I just like it because it adds so much thought and planning to the game.

    A few stretches of KoTC, a few stretches of the Gold Box games, but yeah, developers are usually lazy and they decide to allow you to rest and regain spells constantly. It's lazy because it makes it a lot easier for developers to balance the encounters, but a lot of the planning and resource management gameplay is lost. Vancian magic does work really well in the P&P setting for which it was designed though.

    EDIT: And before anyone gets witty, I know that Vance originally designed his magic system for a book, I'm talking about the guys who later developed and fleshed out that basic idea into a system for P&P RPG magic.
  4. raw Cipher

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    There are some shooters that do background reloading, yes. However, you have to acknowledge the different scales of time management. You don't want to fire a gun for 5 minutes straight, you need the damage in a few seconds to take out a player. After you emptied your magazine you switch to nade/knife/secondary to finish him off, because your current objective - killing the player - demands it. After you have killed him it doesn't really matter if you then have to reload both guns in a row, because the enemy is dead and you can take your time. Gun reloading as a cooldown is short enough that it doesn't matter between fights but in a fight.
    Of course this explanation is pretty simplified as it leaves out other enemies appearing and forcing you to reload etc, but you already see how similiar it is to cooldowns in WoW and yet much more fun due to it's presentation.

    A lot of shooters do a lot of things. Some cancle some stuff, some don't and some even have jetpacks while others have a comic graphic. It's not relevant to the issue: That cooldowns in shooters and WoW are fundamentally the same thing but presented in a different way.
  5. villain of the story Magister

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    Is that not the definitive line of distinction? That it is effectively what we identify as a cooldown when it's arbitrary and artificial and not so when it satisfies suspension of disbelief in a reasonable way. Plus, 46 hands argument doesn't work because of the inherent differences between genres. You simply just wouldn't have a shooter with 46 hands. You just wouldn't.

    You might have a point yet, though. Is it a cool down when, in space sims, it takes X amount of time to charge your weapons or shields or turbo etc.? It's in a sci-fi context so most people, myself included, will take it without ever needing to question the reasoning behind it. And if one had to, you could invent any number of explanations for it.

    I do believe there is an inherent difference but I'm not sure how to nail it down when thinking like that.
  6. raw Cipher

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    Yes, that's what I have been saying all along. Sea is arguing from exactly this perspective about cooldowns and this is kind of the definition we all have adopted, but technically reloading a gun in a shooter is also a cooldown, i.e. a form of time management. Sea already proposed that we distinguish between artifical time management as cooldown and "organical" time management as animation.

    He missed the oppertunity to mention that in his article though and that's why he is getting flak in the comments on gamasutra.

    That is usually a sign that you a wrong.
  7. Mad Method Literate

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    Welcome to the Codex. The first rule is to think for yourself instead of demanding that other people do it for you. Now to answer your question, you're giving a kneejerk, half-assed response and pretending that's a qualified opinion, so naturally our first thoughts are "This guy must be new. What's his join date and post count?"

    So, when Infinitron is posting your post count and join date, he's not saying "you need more cred before you can hang out with the cool kids." He's saying you're a codex noob (also referred to as "newfag").

    Now next time you want to post in a discussion, remember to actually say something intelligent and worthwhile.
  8. villain of the story Magister

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    Yeah, there is a point to that, I guess. I still don't exactly see it as a cooldown, perhaps I have some degree of mental fixedness about the concept but yeah, mechanically speaking, both are ways of adding a tactical limitation.
  9. nihil Scholar

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    True, but that's a pretty big if. As you give the player 46 hands, and imaginary hands at that, the mechanic becomes very disconnected from what the game is about, and it feels stupid. (And brings boring gameplay, but that wasn't the topic.) So there's still a clear difference, even if it can be modeled as two opposite sides of the same scale.
  10. raw Cipher

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    yep. bad presentation.
  11. Infinitron RPG Codex Staff Patron

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    You do realize "cooldowns" can exist in holy turn-based genre also?
    "This ability takes 3 turns to recharge"

    Do you also realize that plenty of realtime games did not have cooldowns?
  12. nihil Scholar

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    And bad utilization of the concept, I would say.

    Cooldown. Animation done wrong.
  13. Infinitron RPG Codex Staff Patron

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    No, I'm not talking about an action that takes multiple turns. I'm talking about an instantaneous activated ability, that takes X number of AP. Once you use it, you can't use it again until Y turns have passed. Now imagine that you have several such abilities, each with its own X and Y values. There's your analogy.

    Nothing is obvious.
  14. sea Arcane

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    Gee, I didn't know it was pointless to discuss something that is "obviously shit" based on the opinion of one random person on a message board somewhere. All that discussing, discourse, critical thinking, analysis, when the answers were so readily availble all along. Well, guess I can stop writing and thinking for myself now that I have Knotanalt to do it for me.
  15. PorkaMorka Arcane Patron

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    http://te4.org/
  16. Infinitron RPG Codex Staff Patron

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    Explain the difference. In both cases you're waiting for a set number of time units so you can click that special ability again. The only difference is the granularity of the time units.

    "Shitty games are shitty because they're shitty! IT'S SO OBVIOUS"
  17. InspectorRumpole Learned

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    Dont believe i've ever played an RPG with cooldowns...aahh ignorance truly is bliss :love:
    Unorus Janco, Jaesun and Doc Savage Brofist this.
  18. Grimlorn Savant

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    I remember when Warhammer Online changed the Chosen's AoE ability so that it could be spammed with no cooldown. I could run into a group of players and spam it over and over and kill 5-10 people before they focused me down. It was great. Terrible change but I abused the hell out of it.
    Doc Savage Brofists this.
  19. Damned Registrations Furry Weeaboo Nazi Nihilist Patron

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    Why shouldn't there be a best attack?
  20. Damned Registrations Furry Weeaboo Nazi Nihilist Patron

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    Because the best ability might have a cost associated with it? Like mana or a cooldown or something else? So people have to decide if the situation warrants using the best attack or reserving it for later?
  21. Johannes Liturgist

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    More like, there shouldn't be abilities that are constantly a no-brainer to use.
  22. toro Scholar

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    My 2 cents.

    1) The problem seems to be that cooldowns are the *only* tactical aspect of the combat system in many games. At least lately. This makes them boring and exploitable, but not non-intuitive or retarded. In fact many hybrid combinations can be implemented on top of them. Like for example in TCoS:

    (http://tcospellborn.blogspot.de/2008/11/tcos-combat-system.html)

    2) Comparing cooldowns with quick-time-events is retarded: cooldowns don't take the decision liberty from the player, where on the other hand, QTEs are usually completely limiting for the player in both aspects of timing and decisions (Heavy Rain ftw).

    3) Players will spam the shit of their best spell with cooldowns or not, because it makes sense. Limit the amount of resources (mana, gems, scrolls) or make them expensive/rare/unique and the spamming will end. Basically the player will have to find efficient ways to accomplish his goal and The Codex will live happily ever after.
  23. Castanova Arbiter

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    I'm glad you brought this game up because I wish sea had covered it in the article. This is an especially egregious example of someone blindly copying WoW except now the decision infects a game in a good genre. TE4 represents everything I hate about cooldowns in a neat package because there's virtually nothing else TO the game, at least early on.
  24. Stelcio Learned

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    They aren't trying to MIRROR real-life mechanics, they try to model it. And they cannot create a proper model of something that they cannot observe and understand. You cannot simplify something that doesn't exist. Magic is good to write about in books, not to implement inside virtual environments.

    Also, magic is lame.:smug:
  25. PorkaMorka Arcane Patron

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    I dunno man.

    TOME4 has a lot of problems that prevent it from having a truly last appeal.

    Poor balance (especially with the randomly generated uniques), trivial content and repetitive content being the big ones.

    But I don't see cooldowns as harmful to the game.

    In DC:SS warriors can only bump attack, use consumables and shoot ranged weapons. But in TOME4 they have a full compliment of tactically interesting abilities, just like a mage. Some of these abilities couldn't be included without cooldowns to keep their power in check. I don't see how this is a decline.

    And no, you don't just use your abilities every time they're available.

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