I often struggle to articulate myself properly and I have now tried to write this post over a dozen times. There is a very good chance that I may end up rambling but I hope you are able to grasp at least some of what I am trying to say.
So, one of my biggest concerns with the Stopwatch game mode is the lack of “Tug of Warring” in each match. Tug of Warring is the constant back and forth of which player/team is considered to be winning. Too much and things start feeling unpredictable or even random, too little and things start to feel dull and frustrating. While this is an issue felt by players, I feel that it is more of a problem for both viewers and casters. This back and forth really ends up being the spinal column for the excitement, hype and engagement/retention. Even though the Tug of Warring only really affects the game on an emotional level, I must stress that this is something that’s present in almost every publicly successful competitive title.
In Counter Strike this Tug of War dynamic is achieved via its number of rounds, cash economy and importance of kills. Starcraft does this with the mineral & gas economy, map control, variations in builds and its different phases throughout a match. Moba games are similar to games like Starcraft except for the added focus on character development and team play. Quake uses item management, time management, map control and this is all wrapped up in a points based system with a time limit. Now, lets look at the problem with Dirty Bombs primary mode. The only real Tug of War aspects in Stopwatch are when objectives are started/active and the second half providing that a good time was set in the first round. It is simply not exciting enough to enjoy from the perspective of more casual players and viewers.
For lack of a better word “Null Time” is also an issue. This is mainly due to the fact that that so much emphasis is put on to the clock. Null time happens each time a full reset occurs on Attack yet the clock still ticking. All actions before that reset are effectively nullified and made meaningless. As a player this can make you feel frustrated due to your hard work and actions were all for nothing. Null time is also present when the conclusion of a match is over yet the match continues to play out. An example of this is when Team 1 finishes the first objective at 11min but is held from completing the second objective. Then Team 2 finish the first objective in 3min, we can end up with up to 12min of null time. At best this time is boring and at worst its plain frustrating.
I also have a minor concern when it comes to balance. Admittedly my concern is not with balance from a game design or mechanics perspective. Its literally down to mental pressure, while I am uncertain about numbers I am sure that once we have more competitive matches played and tracked via echo. We will see a slightly higher win rate for the team that attacks first. A blind assumption would be of between 3% - 13% higher win rate. This is not as much as a problem in organised competitive play due to best of 3’s and best of 5’s. I believe the only way to negate this kind of imbalance would be a deuce system like in tennis. Again, it is important to note that this is just an assumption based off both the maths of real world sports and personal experience of this game and Left 4 Dead (L4D has a similar system that was negated by the fact that each match was played over multiple maps.) AGAIN, I WANT TO BE CLEAR THIS ISSUE MAY NOT EVEN BE REAL, JUST A CONCERN I WOULD LIKE TO SEE LOOKED INTO.
I do have a few other minor issues with the mode, however I feel it is possible to keep the concept of Stopwatch but package it differently to relieve the issues I have already mentioned. That said, my suggestion would require a fair bit of work to implement. Having a campaign system like that seen in Left 4 Dead with multiple objectives separated into different rounds you manage to increase the Tug of War effect to a decent level and negate most of the Null Time at the same time as reducing any psychological balance issues. The concept would also allow you to make the most out of your maps locations and ensure that each team plays the entirety of the map. I would separate a campaign into between 3 to 5 sections of between 5 - 10 min per side. Here is a quick example.
On White chapel we could theoretically split the map into 3 or 5 double objective sections. After each section you would switch sides. When both sides have been played you would then go onto the next section. This would constantly switch things up and I personally believe make things more fun and less frustrating.
Examples of White chapel section splits…
Section 1 - 5min - EV Repair and Transport to White chapel
Section 2 - 5min - Old White chapel internal objective
Section 3 - 5min - EV Repair and Transport to Elevator
Section 4 - 5min - Old White chapel elevator objective
Section 5 - 5min - Current White chapel final objective
OR
Section 1 - 5min - Ev Repair and Transport to White chapel.
Section 2 - 6min - Old White chapel internal objective
Section 3 - 7min - EV Repair and Transport to Elevator + Current final objective
With 5 sections you would…
A,D,D,A,A,D,D,A,D,A
OR
A/D - Then winning team attack first on each.
With 3 sections you would…
A,D,A,D,A,D
OR
A/D - Then winning team attack first on each
When it comes to scoring you have the option of keeping like stopwatch and basing it on overall time. This would mean that all objectives/sections should be played. Or, you could do it on a points based system for either maps won or objectives complete. If you was to split into 4 sections you could actually have a mixture of both (if wins are tied you then go to time, personally something I like the sound of)
Like mentioned, this would solve many of the game mode based issues and with tweaking of the other systems you would be able to create a game that in public matchmaking and competitive spectating would remain exciting, hyped and engaging. It would remove the frustration of full holds while at the same time leaving the ability to see teams do really cool comebacks. From an event organisers point of view (both online and lan) it would ensure a more predictable time scale for each match. Depending on your point of view, the only thing it would really remove is the instant rotation push on completion of an objective. Saying that, I do believe the current system allows the other team to instantly spawn on the completion of an objective anyway, so the overall effect on gameplay should be relatively small.
I come up with the concept with the pure intention of keeping the core “feel” of stopwatch while fixing many of my perceived shortcomings. I would love to hear other peoples ideas, concerns and opinions on the current Stopwatch mode, as well as any suggestions they feel could improve the mode.
Finally, one last time. Almost every single successful competitive game has this kind of thing nailed down to a near science. When I look at games that I considered “fun” but yet failed, I notice the perceived flaws. The argument about what came first, the chicken or the egg, is not something I think anyone truly knows right now. But, surely the fact that each of the most successful eSports titles all have these things in common cannot be coincidence right?