Deadlock is a game that is so early in development that it’s easy to criticize a lot, unfairly; there’s a lot that (assuming development continues) will doubtless be addressed at some point. Places where they just need to add more systems, voicelines, mechanics, polish.
I don’t want to talk about that. Mostly.
As a person who has been thinking for years about a game design almost exactly like Deadlock’s (to be fair, I am an amateur who will probably never succeed, so don’t take “years of thinking” too seriously), I am not too big to admit to jealousy, and also elitism. I know what I want out of a game like Deadlock, just like I know what I want out of a game like Overwatch, or Civilization. I want them all to be the “better” versions in my imagination, versions that might not exist even if they put me in charge with an infinite budget, but which definitely will never exist so long as nobody knows the various weird designs that my brain comes up with.
To whit: I don’t like Deadlock because the design as it is today seems like a complete dead-end.
When I say “dead-end”, I mean that ideally, the theme and aesthetics inspires the mechanics and the mechanics inspires the aesthetics. Compare Overwatch with Team Fortress 2: TF2 had some very interesting and silly characters, but there was a lack of groundedness that makes it feel… difficult to imagine adding new characters. Every character was an archetype, something larger than life that represented an entire tactical category: the sniper, the tank, the healer, the spy. Perhaps there are one or two archetypes that could still be added to the design to flesh it out, but the only way you’d get to a larger roster of characters would be to remove the fundamental design constraint that each character is an archetype. And… it’s difficult to write too many narratives, even cheap skits, using only the same few characters in a static world.
Overwatch, in contrast, from the beginning embraced the idea of nuanced differences between similar characters, and chose to frame those mechanical differences based on character backgrounds, using the entire modern world as inspiration. While you could imagine a version of Overwatch where all the mechanics are the same but the characters are all (let’s say for example) white people from America, that design would feel much more like a stretch than Overwatch does, because the question, “Why have I never seen anything remotely like this before?” is easier to answer when the new character and their new mechanics come from a part of the world that so far hasn’t been represented at all. You haven’t seen it yet… because the world is large.
Now, to Deadlock.
I “get” the… effective narrative premise of Deadlock, as it is now. I don’t like it, but I get it. I have read a fair few things about occultism in the modern world, and seen more than enough fiction about evil soul-harvesting bad guys who will reward loyalty for those willing to submit. It’s not subtle, though it’s also obvious that right now, they’re not really saying anything. They just needed a premise that works with the mechanics that they have, and… honestly, they’re doing okay with that. The premise supports the overall goal, the harvesting of resources to make the characters stronger.
But it doesn’t really support more than that. The design as they have it right now is a total dead-end. Sure, you can come up with new “heroes” with new mechanics, and you can come up with new upgrades and purchasable abilities–but the mechanical design as it is right now doesn’t inspire any of that. Maybe they have a “true” design that isn’t really being showcased as it is right now–but for obvious reasons I can’t speak to that. The implicit narrative that they have here isn’t exactly fertile ground for creating new abilities, new characters, new maps. You can fill out what you already have, and you can bring your own inspiration if you have ideas just sitting around, but… what part of the game as it is now inspires you to say “Oh, you know what would be cool? This guy.“
Now, as I said before: I’ve been thinking about something similar for a long time. To some degree, what I wish to see is my thing and not their thing. And it would be stupid, selfish, and unfair to say something like “Your design sucks because it’s not mine. My design is awesome because it is mine.” But I’d like to talk about my design with an emphasis on trying to demonstrate the why.
First, a Foundation
Before I get into it, I’d like to shout out a webcomic that no longer exists, which to a certain extent, inspired the design. It wasn’t a beautiful comic (in fact it’s probably top-two ugliest comics that I unironically followed), and it wasn’t the best written. Like a lot of webcomics, it was the very definition of amateurish–it had heart, but that was about it. It only updated for a few years, and its archives lasted online far longer than one would have expected… but it’s gone entirely now, with the original creator off living their best life, or so I hope.
That comic was called Deus Ex Somnia, and it was about kids who were having their dreams stolen from them by evil corporate types while they slept. But some of them managed to anchor themselves in the dream world and fight back, using tools created by those evil corpos, and that lets them continue to fight the good fight into the future. Because the setting was wholly in the dreamworld, there were aspects of the liminal (changing the world with your willpower), there were excuses to make references and geek out about dumb things, there were excuses to say something about the world… and also… there were reasons to delve into the background of characters, what makes them strong and what makes them weak.
Broadly speaking, I believe those aspects make for a better narrative base than “Big evil will give you power if you complete a ritual, in a fake New York City”. But also… a design has to show off those aspects. And how do you effectively show off a liminal dream space? Especially without bloating a project until it dies a sad and lonely death?
Project Astral
I believe that if you want to create a game that represents a liminal space, you have to be willing to change the map–if not literally, at least thematically. While the ideal version of the game would have the map actually change–at minimum, on a lane-by-lane basis–depending on the characters or aspects involved, I recognize that would be… ambitious. But also… the same ideal could be represented with less, especially in an early version of the design.
In my version of Project Astral, the characters are still fighting over resources in a very similar way to Deadlock–but the resources that you get when you kill lane mobs, jungle mobs, and enemy characters are all flavored. What flavor of resources you have, in addition to the amount that you have, determines what upgrades are available to you. If you have access to “fire energy”, you can use it to add on-hit fire effects to your attacks, or to unlock fire-themed abilities. If you have access to “lightning energy”, you can have on-hit lightning effects or lightning-themed abilities.
But there are critical game-balance mechanics here. If you choose for your own character and lane to produce fire-type mobs, you can harvest your own jungle mobs to get fire energy… but your enemy gets fire energy by killing your lane mobs. As long as the game allows you to choose what aspect you begin manifesting (whether that’s at the start of the game, or later), suddenly the game begins to have high-level counter-play, where you may want something, but it’s more important to you that your enemy never gets it. Or… at the very least, you make it more difficult for an enemy in particular to get an energy type, by having an ally manifest it in their lane, somewhere you can grind their jungle mobs but a specific enemy would have to abandon their lane (or switch lanes) in order to take advantage. If it’s easier to move between allied lanes than to move from one enemy lane to another (using something like the ziplines), then you can take advantage of that to inconvenience certain enemies.
And I am still expecting that enemies would have their own abilities–that the main player characters are still characters. I’d like to imagine that customization would be more in the forefront and character-specific mechanics de-emphasized… but that’s open to interpretation. My own mechanical premise for how characters work, involved a variety of weapons–not specifically guns, but including them, and wizard staffs/wands, and swords/other melee weapons, and also including other enchantable things like armor, wings etc for flying, other equipment for (say) passing through walls… and so on.
It’s worth emphasizing that the “aspects” that a lane can be devoted to are all intended to be powerful, rule-breaking or rule-determining effects. Fire aspect creates damage-over-time, and lightning jumps from one target to the next. But many of the things that are now character specials can be aspects: jumping and flying abilities, charge attacks, stealth, healing, sniping, homing abilities, phasing through walls, creating walls (one way or fully solid)… you could imagine designing lane mobs and/or changing how a lane is laid out to emphasize that this is the flying lane, this is the sniping lane, this is the fire lane.
And if you want to be a flying-sniping-fire hero… you can do that. A flying-sniping-fire hero doesn’t have to be specifically designed by the dev team, you don’t necessarily need to commit to that style of play before the round starts, and the game doesn’t necessarily have to balanced for that specific combination, not as long as each piece (and perhaps each pair of pieces) is balanced against the others. And importantly, if a combination is discovered to be overpowered… there are ways to implement counter and balance mechanisms both in-game and in the meta-game.
But more to the point, the existence of these aspects creates something that you can play with in the design process, without it feeling as contrived (as, being honest a lot of shit in games like this does). Maybe each aspect can only appear once. Maybe teams can vote to lock out certain aspects at the beginning so that nobody can have it, especially in ranked or custom games. Maybe teams can vote to select an aspect for their shared back-field, where the enemy won’t be able to easily access it until the late-game, but everyone on their side has access. Maybe when you decide that shared aspect, it determines the voice and character of the Patron you’re ostensibly defending. Maybe some Aspects are locked out randomly on a day-by-day basis, or center-field mobs that everyone can access will randomly have some aspect, either on a game-by-game basis, or on a spawn-by-spawn basis.
Maybe when a certain amount of any given Aspect is harvested, it spawns a super mob of that type somewhere in the world–in the lane, or a protected jungle niche. Maybe that super mob has some specific advantage when you kill it. Maybe the super mob in the center creates defenders of every aspect in play when attacked–dangerous to fight, but also, a source of all resource types. Maybe the center-field super mob is its own independent Patron with its own personality, with quests that or something else to give you. Maybe the aspected mobs are only jungle mobs to start with, and you have to purchase getting Aspected lane mobs–it helps you push, but it also gives the enemy more access to your type. Maybe you can keep purchasing new lane mob types with all of the different aspected energies that you get from killing the enemy or grinding on your side, until you have all of them. Maybe you can upgrade them into super lane mobs when you have enough.
There are so many things to play with–and so you understand why I talked about Deadlock as a “dead-end”. The way it’s designed right now… what does it inspire? What comes next? Sure you can always invent new characters, and sure you can design a new map if you want, but… what is there to be excited about? What is there to think about, especially for those of us less interested in spreadsheets full of damage numbers? What’s around the corner?
For now…
Maybe they have answers to some of these things already, and they’re just not ready to reveal it now. I’m just some guy, I don’t claim to know. And even if they took inspiration from my ideas, I’m sure it wouldn’t happen right away; it’d take work to change the game’s base code like that. But I’d like to see it. I’d like something more interesting than what we are shown today.
It can be done. But a lot of things can be done. I’m not sure I’d believe that they’re just sitting around saying “Man I wish someone would give us a workable foundation to turn this into something better.” I’m sure they have people with ideas.
I hope those ideas are good. I know it’s early yet but… right now, what they have just isn’t good enough.
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