For game designers, encouraging aggression is often a good thing. Too many players of StarCraft or even regular combat games end up “turtling”, dropping initiative wherever possible to make their games slow and boring while playing as safe as possible.

But in other games, often of multiplayer variety, hyper-aggression can sometimes ruin pacing in the other direction. Imagine spawning into a game with dozens of mechanics to learn, but finding that the prevailing strategy of enemy players is to arrive directly into your base and overwhelm you with a large set of abilities, using either their just-large-enough HP pool, or some mitigation ability, while you were still curiously investigating mechanics and working on defenses.

Some players find this approach fun, and this may even be the appropriate situation for games of a competitive variety, where the ability to react to unexpectedly aggressive plays is an exciting element for both players and spectators.

Plus, this is a very necessary setup for speedrunners, who often optimize to find the best way of trivializing singleplayer encounters.

But other games have something of a more casual focus, which can give a sour feeling when trying to bring people into the experience without having to reflexively react to players that are abandoning caution. Even when a game isn’t casual, aggression metas can trivialize the “ebb and flow, attack and defense” mechanics that the game traditionally tries to teach. This can also lead to speedruns becoming less interesting because one mechanic allows a player to skip much of what makes a game enjoyable (which can sometimes be solved by “No XGlitch%” run categories)

So, the prompt branches into a few questions:

  • What are fun occasions you’ve seen where players got absolutely destroyed for relying on various “rush metas” in certain kinds of games, because witty players knew just how to react?
  • What are some interesting game mechanics you’ve seen that don’t ruin the fun of the game, but force players to consider other mechanics they’d otherwise just forget about in order to have a “zero HP, max-damage” build?
  • What are some games you know of that are currently ruined by “Aggression metas”, and what ideas do you have for either players or designers to correct for them?
  • Grangle1@lemm.ee
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    18 days ago

    Competitive Pokémon tends to go back and forth between times of “stall” (turtling) and hyper-offense (aggression) dominating the metagame, depending on which strategies and team builds players will find. Whenever one becomes dominant, fans of the other will constantly hound tournament runners to change tiering or ban certain pokemon to change it.

    As for a “fun” game to go hyper-aggressive with zero HP, max damage, I’ve seen some YouTubers attempt “Danger Mario” runs in the first two Paper Mario games, maximizing FP and BP and never taking HP when leveling, keeping Mario in the “danger” zone where lots of evasion or damage badges will stay activated. They then rely on those badges, items and partner abilities to avoid taking damage.