The challenge of balancing PvE and PvP in the same game
After finishing his studies at Futuregames Academy in Stockholm, Torkel began his career in video games at YAGER 10 years ago as a QA intern. He moved from QA to design and worked as a Game Designer on the AI team. When Spec Ops: The Line was released, Torkel moved back to Sweden to work at Avalanche Studios. He came back to YAGER and Berlin in 2013, to work as a Game Designer on Dreadnought. He is currently the Creative Director of The Cycle, a Competitive Quest Shooter in development at YAGER.
In The Cycle, we set out to create a game that doesn’t tell the player which way to play, but rather allows players to work together or alone when fighting others or the environment. Our goal was to create a game where all of these different ways of playing would allow players a chance to win.This talk is about the challenges we faced when trying to create a game that combines cooperative play, PVE and PVP in a single match setting. It is about how intertwined these three parts of our game are and how we often found that making a change in one area would have far reaching consequences for the other two. This talk is about a year’s worth of development and testing, trying to find a balance between cooperative and solo play and between PVE and PVP. It examines how additions and changes of features created new, unexpected dynamics and how the balance between PVE and PVP differs greatly in internal and external playtests.