When people speak of luck, they mean that there are things outside of one’s control and/or knowledge structures that affects some outcome. Let’s call this the unknown. A game’s success is both composed of the known and the unknown. For instance, consider the image below:
Here max_oats is saying that despite Eric being really good at the known, Stardew Valley only got as big as it did because of the unknown.
It’s been 1 month+ since Super People released and the developers just announced their first major update to the game so I thought I’d write a small post on it.
My previous posts on the game:
Super People design review Thoughts on Super People’s test session Thoughts on Super People’s final beta Skill death spirals In these posts I roughly analyzed the game’s design from a personality trait based framework and followed up on my thoughts whenever the devs changed the game’s design in any significant way.
Recently I’ve been playing Rumbleverse a lot after watching NL play it and also because I need to somehow fight my Super People withdrawal, and it’s a very fun game. However, playing it has made me think more and more about a problem I’ve mentioned in my past two Super People posts, which is the problem of the “skill death spiral”.
This is a problem every competitive multiplayer game has to manage somehow, but it’s especially problematic with BRs because they uniquely need a very high population of players so matches can start in a timely manner, which means that they’re more sensitive to the problem and thus are the best games to use for its analysis.
Super People’s final beta just ended so I’ll go over my thoughts on it, which are a continuation of these two previous posts:
Super People design review Thoughts on Super People’s test session To summarize, in the first post I looked at the game’s design from a high level personality based perspective and gave my thoughts on how I thought the developers should have changed the game to make it more fun for a higher number of people.
Start # I’ve been playing a lot of Super Auto Pets recently. I was kinda late to play it because last year when it came out I was quite auto battler fatigued, so I couldn’t bring myself to try it. But I finally tried it like 2 months ago and have about 100 hours in it since then and I really really like it.
This is a good place for me to write this post because my thoughts on it are freshest, and I’ve already gotten most analytical insights I’ll get even though I’m going to keep playing it for hundreds of hours more most likely.
This past weekend Super People’s devs ran a test session aimed at seeing how TTK changes and the removal of crafting would affect the game:
In my previous post I went over the game’s design and outlined a few things I’d change to likely improve player counts, and they were mostly focused around removing conscientiousness-oriented mechanics from the game itself and adding them to the metagame that happens between rounds instead.
I’ve played Super People’s closed beta for about 300 hours for the past month or so. I have a pretty good understanding of the game by now and I managed to reach a good rank (~#40 global, although if the game was properly populated I’d barely be able to reach top 500 at most, since I’m not that good). The point being that everything I’ll say comes from a place of good and fair experience.