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Should Fun Triumph Over Balance? | Bricky Reaction 

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Fun Should Always Triumph Before Balance Does by Bricky
• Fun Should Always Triu...
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15 сен 2024

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Комментарии : 11   
@ambionest
@ambionest 4 месяца назад
In my sincere opinion. Fun should be focused on most games. Competitive games should focus on balance with fun aspects and mechanics to add depth. In a more casual game especually pve type games balance doesn't matter much. For example total war warhammer on the campaign side as opposed to online battles. Campaign very imbalanced but online battles quite balanced all things considered
@Ex_Caseus_Fortis
@Ex_Caseus_Fortis 4 месяца назад
I liked the original Taric and he went through so many reworks that it ruined why I liked him. He wasn't good, but he was fun.
@TheLegitWeebs
@TheLegitWeebs 4 месяца назад
I do remember playing OG Taric back in the day. I agree that he was a janky kind of fun xD
@lich109
@lich109 4 месяца назад
2:46 Bricky is censoring his character with his laptop. Seriously though obviously fun is key, however as you say, there are different kinds of fun, a game like They Are Billions demonstrates this very well because you can tone the game up to near impossible levels and it remains fun, because the challenge comes at specific points and the in-between sections are a great city builder. It also makes it more rewarding when you win, and that is better than a game that is frustrating all the way through, even if the game that us frustrating all the way through is technically more balanced. I do feel you on card games. Currently I play the One Piece TCG which aside from 1 or 2 decks (one of which is getting banned in June) is in a really good place right now, and I also play the fourth starter leader which works out great sometimes, because people haven't seen him for so long they've forgotten what he does and are completely caught off-guard when I use his ability. He's also part of a good deck in general.
@TheLegitWeebs
@TheLegitWeebs 4 месяца назад
That's one of the advantages of playing an unknown deck in card games. It's hilarious when your opponent doesn't read and understand what you actually do. Relies a lot on your opponent however, as depending on the card game that meta deck could have so many tools to counter you despite it all.
@andersonborba2060
@andersonborba2060 4 месяца назад
I one heard a game design teacher define a fun game as: giving players interesting options all the time. And I feel I agree with that. If everything is too balanced, the impact of your choices is diminished by the feeling you made a bad choice or you chose wrong, a lot of the times you get counterpicked and all you can do is try your best to not die... And that's not great. On the flip side, there are points where no matter what you chose, you win, and while that might be fun for a bit, it isn't sustainable, because you start to feel as long as you stick to the same formula, you'll will deterministically win, that's not a choice at that point. Deck building games are interesting because they are sort of 2 games in one: the obvious one is the sitting down and playing against an opponent. But a lot of the fun in tcgs is the seccond game of building your own deck. Getting a theme and building around it, it is making interesting choices with a purpose, be it be effective and try to win the game in 2 turns, or build a deck that changes the rules of the game, or just, idk, pirates creating a ton of tresures and having the opponent's creatures commit mutiny. Of course, what really are choices, and what are interesting choices is as subjective as what's the individual's definition of fun.
@TheLegitWeebs
@TheLegitWeebs 4 месяца назад
This is a great breakdown of what makes games fun. After all, if your choices don't matter then what's the point?
@Beriorn
@Beriorn 4 месяца назад
If you want to talk about changes to rules that fundamentally alter the game, Yugioh's a good place to start. The introduction of Link Monsters was an absolute disaster with Firewall Dragon taking the cake, and it really messed with both Pendulum Summons and the Extra Deck. The next rule update (Master Rules 5) fixed some of the issues, but if you're a Pendulum kinda duelist you'll still be longing for the days of yore.
@TheLegitWeebs
@TheLegitWeebs 4 месяца назад
With how easy to summon and incredibly powerful some of those link monsters are, I can see why they broke the game. I only started playing Yugioh after Master Rule 5, but what exactly did link monsters do that messed up Pendulum summoning? Familiar with how Link and Pendulums interact in Master Rule 5, but not before then.
@Beriorn
@Beriorn 4 месяца назад
@@TheLegitWeebs Early on, Pendulum Monsters used to have their own zones on the side of the field that only they could be placed in, so you would not have to sacrifice two extra Spell zones. But the big difference is that prior to Link Monsters whenever you Pendulum summoned monsters from the Extra Deck they would go to regular monster zones without the need of the arrows of a Link monster. This is why Pendulum monsters were so powerful back in the day: the only thing you needed to get a full board of them was just the Pendulum monsters. This wasn't helped by the fact that one of the debuting archetypes with Pendulum summoning, Performapals (which was also the archetype used by ARC-V's protagonist), was so broken it forced Konami to drop the second emergency ban list in the game's history. And not only that, prior to Link monsters you could pull any monster from the Extra Deck and place it without having to consider arrows from Link monsters.
@TheLegitWeebs
@TheLegitWeebs 4 месяца назад
@@Beriorn Now that sounds incredibly powerful. Makes sense why Pendulum was so dominant back in the day.
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