Wager Mage
Photo: Alexander Nadrilyanski
The skill ceiling is the limit of how good you can be at a game. For hardcore audiences and esports titles, the skill ceiling needs to be beyond human potential. The skill floor is how much work a player must put into a game before they begin having fun.
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Read More »Over the course of IMMORTAL’s development, we’ve been very up-front about our goal of lowering the skill floor for casuals and keeping the high skill ceiling for a hardcore audience. Naturally, one of the most common questions we’ve seen is: “how the heck can you do that?” The intuition most gamers have is that games can be made easier for the casual audience or fun for the hardcore player, never both, because making the game easier lowers both the skill floor and the skill ceiling. The trick to solving this dilemma only seems obvious in hindsight: nobody ever said that lowering the skill floor forces the skill ceiling to lower by the same amount. It took us years of testing with both pro-players and casuals brand-new to the genre to realize this, along with a few other key tactics that make achieving our goal not only possible, but reasonable: Skill Differentiation is Related but Separate: From what we’ve seen, most people talking about ceilings and floors are mostly worried about skill differentiation : the idea that better players should almost always win. This is a large topic that will need its own article. Measure the Magnitude: Changing gameplay can affect the skill floor and skill ceiling by different amounts. Ideally, change the skill ceiling by a little and the skill floor by a lot . A Ceiling Beyond Human Potential: There are some games that have so much potential for skill, the “true” skill ceiling is far beyond what is humanly possible – CS:GO, DOTA2, and StarCraft are brilliant examples of this. In the case of these games, lowering the skill ceiling is practically meaningless if the new skill ceiling is still beyond human potential . Reward a Diversity of Skills: The skill ceiling is a result of different skills that players are able to master: a player can improve their fine army control, broad tactics, or economic output, and all help them win more matches. By rewarding many different kinds of skills, players are able to have fun and win games by doing what they enjoy most. This also helps define different playstyles and identities, something that esports benefits greatly from (Remember Flash’s insane marine micro in Brood War?)! This tactic also means that we can raise the skill ceiling by providing more avenues for players to improve through – if you feel like you’re as good as you’ll get at game knowledge, you can always improve on your army control to keep getting better.
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Read More »From what we’ve seen, the concern around a “low” skill ceiling boils down to a desire to constantly improve. Hardcore players want achieving mastery to be an endless journey, and every step taken, every challenge overcome, should feel satisfying. This creates the high-skill “fun zone” shown above. Many beloved games achieved these criteria through complex mechanics that tend to overwhelm new players—and those mechanics are often the first on the chopping block when trying to open up the game to a wider audience. Obviously, this isn’t ideal for the hardcore audience.
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