Balancing Progression Between Single Player And Multiplayer Game
When it comes to game progression, many expect it to be similar for both single and multiplayer games. However, there is a significant difference, particularly in games with micro transactions
Skill balance for single player game
Single player game progression is often linear at the beginning, but a significant power increase occurs when progression reaches its maximum, through skills, equipment, etc. For example, in the Final Fantasy series, players can grind for ultimate weapons and summons to use against super bosses.
This is good game design because:
- It encourages players to grind for significant power-ups.
- It rewards players for their dedication.
- It allows developers to reuse content for the farming stage.
- It increases playtime and retention.
Additionally, these grinds are optional, as most players can beat the final boss around 60% power progression
Using single player power balancing for PVP and micro transaction game
Applying power balancing in a PVP game with micro transactions can result in a dissatisfied community. This is because:
- The grind is very long to get the huge power-up. Veterans will destroy new players as the power gap is too huge.
- Will be called “pay to win” since players can spend money to speed up progression and non spenders will feel unfair.
Skill balance for micro transaction game
To make power gap between players less impactful we should make the power increase at max progression less impactful. A good power distribution would be 80% for low and mid-progression, 20% for max progression. This way a player in mid-progression still has a fighting chance against a max progression player since the gap is only 20%.
Of course with max progression being less impactful it can impact revenue as it is not so desirable. However any player that is competitive and have decent skill will find the extra 20% worth acquiring.
Conclusion
The important point for PVP game power balancing with micro transaction is to give non spenders and new players a fighting chance. Make them feel that they can catch up and can compensate the lack of power with skills.