[QUOTE=Anti;415609]We’d really like to get the game balance right and avoid adding restrictions or changes in competition that don’t exist on public servers. Keeping the comp scene close to the pub scene is a great aid to keeping it understandable and accessible to more players, something that I feel has really helped SC2 and LoL achieve the eSports success they have.
That said we know how tough a goal this will be to achieve, so some restrictions might be unavoidable, we’ll just have to see how it goes.[/QUOTE]
I’ve always liked this idea, even for FPS games, but I feel like most FPS developers have the wrong idea about it. The reason that SC2 and LoL works similarly in a competitive and a casual setting is because the game itself is meant to be competitive at all times, with as little over the top stuff as possible. Look at CODBO2 for example: The devs have added a built in league system and are trying to get console gaming leagues to play the game as vanilla as possible (not much restrictions), however this obviously doesn’t work with all the “extras” the game includes to provide for the casual player, and it results in the competitive PC community restricting almost every “different” item. If you however look at the competitive BF3 community, you’ll see that the game is played almost vanilla, with only a few restrictions.
If you really want the game to be similar for both pub and competitive play, you need to start thinking about this right now. There’s two ways to go through with this. You can either make the game as clean as possible, with little extras (explosives/fancy tech etc.), but this can make the game seem boring for the public and casual player (it’s a F2p game after all). The other way is to include “new” and fancy stuff, but keep it completely balanced. This is of course a much harder route which results in a much more innovative gameplay. I think you need to choose a middle road, where you try to include new and innovative items, but while keeping them so balanced that they can be included in competitive play.
The servers also needs to be kept to a small amount of players. You can argue that public is more fun with more players, but this is completely wrong in my opinion. If you want to reduce the gap between public and competitive play, you need to have most of the servers have team sizes as close as possible to the competitive standard. After having played on both servers with only a few people on and full 16 slot servers, I must say the impression is completely different. With fewer players the game becomes tactical, less noisy, and truly interesting. With 16 people on one server and tightly packed maps, everything seem to turn into a huge bowl of chaos, at least in my opinion. 10-12 people per server would be much better in my opinion and I don’t think it would make public more boring as the maps are quite packed and small anyway. 16 might still be nice for TDM though.
Tl;Dr: If you want the gap between competitive and public play to be as small as possible you need to build the public game with that mindset. I also think objective public servers should be limited to 10/12 players, to keep it similar to competitive matches.