I’m talking about something like setting starting percentages on smash bros.

Things that put you (or your foes) at disadvantage for a more fair game with your friends.

What do you think about it? What are some good/bad implementations?

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When playing with friends/alone? Great! Customization is never a bad thing, and it enables groups with varied skill levels to still enjoy the game. Online multiplayer? Hate it hate it hate it.

One example: a lot of fps games are cross-platform these days, and I’ve never felt good about the things they do to balance mouse vs controller. I get why they attempt it, but it feels less like “balance” and more like they’ve created two different classes of players, controller being the close quarter players and mouse being the mid/long range flick shooters.

Another is any game that adjusts comeback mechanics during the course of a match, because I’ve never understood punishing someone for playing well

snooggums
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Another is any game that adjusts comeback mechanics during the course of a match, because I’ve never understood punishing someone for playing well

The idea behind it is aiming for a close ending for a variety of skill sets by trying to balance things as the last minute, but it certainly feels like punishing anyone who does well early on.

Some implementations are kinda fun when they seem like actual balancing, but only if they are early enough for the winning team/person to be able to address and not some unstoppable surprise on the last lap/few seconds of a match like a blue shell in Mario Kart.

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