I’ll admit, I feel like I’ve explained myself already at length, repeatedly, in numerous ways, with diverse examples…I’ll also admit I also feel that way when I’m explaining something to my fiancee and 20 minutes later she’s ready to strangle me cause she re-phrases what I was explaining in two sentences and wonders why it took me 20 minutes to explain something so simple.
Let’s give it another go.
I think decisions are better when better data is in hand. What you choose to do with that data is based on the data and your overall intent.
If you want to stop power creep, you can.
if you want to completely revert power creep, you can.
If you want to alter the rate of power creep, you can.
If you want to re-balance at some other arbitrary level of power, you can.
No one is a slave to the data. You CAN do anything with that data.
There might even be answers to balance/power creep questions we don’t even presently have the requisite insight to ask for lack of this data.
That’s Level 1 of why I guess. knowledge and data is good, because it helps make better decisions.
I believe that there is some power level where collectively the aoe2 civs best complements the rest of the game. weaker and the game isn’t as fun, stronger the game is also not as fun. if civs had the weakest bonuses conceivable the game would be boring. If civs had insane bonuses that bordered on being cheat codes, I think some of that depth would go away. I think there is a reason most people play on relatively standard settings. Sure 256x tech game might be fun once in a while, but i don’t think you’d want to play 1000 games like that. Of all the conceivable permutations of aoe2, there is one where fun and re-playability is maximized.
Level 2 of why. I want the game to be as good as it can possibly be.
Honestly I don’t KNOW where that is. The theoretically optimal civ may be weaker than AoK balance, or 10x stronger than current. Even this sentence assumes the civs are stronger now than they were back in AoK. No one can definitively prove that to be the case. Such a fundamental question of how a game we’ve all played for decades, one that is tweaked until the cows come home to give the best possible game-play, can’t be presently answered.
I personally suspect we’ve surpassed the optimal civ power level, but IDK by how much. That’s just an hypothesis tho, a guess if you will. I could be sooooooo wrong. Honestly I really don’t care about what the answer is. If your deity of choice came from the heavens and told us the optimal civ power level was where the average 2023 civ was winning 20% of games against the theoretically perfect balance, I’d have no issue with that. I don’t have a particular horse in this race. I wouldn’t be surprised if my word choices throughout this topic have been influenced by my assumptions (namely that some nerfs are probably optimal), but fundamentally I don’t propose this so that we can start nerfing more intelligently. this is so we have the data to design the game more intelligently, whatever that specific action may be.
Level 3 of Why. I don’t think the game is at present as good as it could be.
I think we should try to determine what is the power level at which the civs best complement the game then strive for that. I don’t know how you design something with intent w/o some way to measure what you’ve designed and also not know if you’ve succeeded at what you set out to do. Even if you KNEW what power level civs should be, how would you measure it? How would you know all the civs are now at that power level?
Alternatively maybe I’m completely wrong, and instead what would be best for the game is some quantifiable rate (linear, exponential, logarithmic, something else, doesn’t matter) of power creep over time, to keep people engaged. I’m not convinced by this line of reasoning, but this is something you could do. However again how do you quantify if what you’ve designed, your intended power creep, is on point? Again you need some data that measures power creep, not data that measures balance.
Or, or, or, maybe both of those are wrong, and what is actually the best is that power creep is optimal when somehow proportionate to the number of civs. Maybe as you add each civ, it’s harder and harder to differentiate them, so each civ on average needs stronger but more niche bonuses. I’m agnostic towards this line of reasoning. In the limit this would eventually be true. You can’t have aoe2 have 1000 civs at their current power level and all of them feel unique. I believe that presently there is still enough design space that using power creep is not necessary, but each subsequent civ will require more creativity than the last on average. Whatever is the truth there, again how would you know you’ve achieved your civ number to power creep optimal ratio if you can’t measure power creep?
Level 4, I’m not even convinced, where power creep is concerned, we know for sure what would make aoe2 as good as it could be.
Regardless of what is actually the truth, there is something optimal out there, and we definitely, 100% guaranteed, won’t know what it is unless we can first measure power creep, and we won’t know if we’ve arrived at that optimum power creep if we can’t measure it.
Level 5, data would help us answer what optimal power-creep design within aoe2 even is then allow us to measure our progress toward that optimal design. And presently we don’t have the requisite data.
I’ll be honest, IDK if i’m 100% sold on conceptualizing my reasoning in “levels”. Maybe they’re steps, maybe they’re complimentary points. Maybe it’s a cycle. Don’t read too much into the word levels. I had to call them something. Call them pizzas for all I care lol.
If that still leaves things insufficiently clear, I’d ask you to imagine how difficult balancing civs would be if you didn’t have access to civ win rates.
Now further suppose we lived in a reality where it wasn’t even clear to the fanbase what optimal civ balance should be like? (As an aside, I think our fanbase has concluded that every civ having a 50% winrate against every other civ is optimal. I don’t think that is remotely possible especially amongst different maps. We won’t make the game bland and make every civ the exact same, it’s a secondary goal, but it’s a north star toward which we strive.)
Hypothetically, maybe it’s optimal that some civs are worse and some are better so long as no one knows which are which? Maybe civs should be very balanced amongst a region, but are either better or worse against another region? Maybe civs should get cyclically stronger and weaker? Maybe civs that are further along in the timeline should beat older civs. maybe civs from older dlcs should lose to newer ones (this isn’t some sly reference to the PTW claims about the recent DLCs, just a hypothetical). Now imagine you were tasked with re-balancing the game so that it was a good as it could be. How would you proceed? I suspect, what would be very helpful is some good data.
We are very much in a similar place with power creep IMO. I know if I were tasked with “re-powering” civs to make aoe2 as good as it could be, I’d want some good data.