Skyrim's Combat Balance: A Designer's Dilemma
With Skyrim's release imminent, former Bethesda producer Jeff Gardiner found himself at odds with designers over game balance. Despite his design experience, he had to intervene when simulations failed to account for player tactics.
AI Limitations and Player Ingenuity
Gardiner argued that AI simulations did not accurately reflect player behavior. The AI simply attacked, while players utilized evasive maneuvers like backing up and double-tapping. This led to a false sense of balance for players who ignored crucial combat mechanics.
Oblivion's Lessons: Clannfear's Stun Locks
Gardiner recalled the frustrating "stun lock" mechanic in Oblivion, where Clannfear enemies trapped players in an endless loop. The AI's behavior differed from players', making it ineffective.
Gardiner's Intervention: Balancing the Archetypes
In Skyrim, Gardiner played the game as various archetypes. He adjusted creatures, weapons, and other elements to ensure balance within these playstyles. His background in design allowed him to make informed decisions.
Producer's Perspective: Not All Are Design-Savvy
Gardiner acknowledged that not all producers have a design background. However, he emphasized the importance of understanding the nitty-gritty of game development, particularly for decision-making.
Player Experience: Peaks and Troughs
Gardiner's efforts may have succeeded, as Skyrim's combat has a reputation for offering a challenging yet balanced experience. Players recall a range of encounters, from effortless victories to formidable challenges against vampires and dragons. This diversity adds depth to the RPG genre.