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24 Gamemode Ideas

Discussion in 'Suggestions / Ideas' started by DeadRhos, Apr 23, 2018.

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  1. DeadRhos

    DeadRhos Minimum Brain Size

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    I went through all the gamemode ideas in this forum and scored them from 1 to 5. Their scores are based on how good they'd be for Brawl (i.e. a small server).

    Raw data (53 gamemodes)
    All scored on a scale of 1 to 5.

    DESIRABLE – High = good

    Game Simplicity:
    Games that are easy to understand will be able to retain more players.
    Example: Build.

    Code Simplicity:
    Games that are easier to code are less likely to be rejected, since they waste fewer resources.
    Example: Raid.

    Build Simplicity:
    Games that don’t take up a lot of the Build Team’s time are less likely to be rejected, since they waste fewer resources.
    Example: Party

    Cosmetic Potential:
    High potential for cosmetics means it’ll be easier to monetise.
    Example: None on Brawl

    UNDESIRABLE – High = bad

    Commitment:
    Games that require a lot of time or effort for a player to become competitive will struggle to retain players.
    Example: Wild West.

    Session Time:
    Games that require the player to remain in-game for a long time will struggle to retain players.
    Example: Hardcore Games.

    Players Required:
    Games that require a large number of players for maximum enjoyment will struggle to retain players.
    Example: Battle Royale.
    (∑D-∑U+18)/7

    Where D=Desirable scores and U=Undesirable scores

    Score ≥ 3

    1. Sabotage: 3.43
    Very highly requested; Mrowr was not the first to suggest it. Proven to work but low cosmetic potential.
    2. Bedwars: 3.86
    Again, proven to work but low cosmetic potential. Could have map boosters.
    3. Crown Conquest: 3.71
    Very interesting gamemode, not quite a minigame but not quite a full game. Definitely worth checking out.
    4. Roleplay Server: 3.5
    Biased since it's my idea. Similar ideas have already been suggested. Extremely high monetisation potential.
    5. Hide and Seek: 3
    Again, neither a minigame nor a full game. A worry that cropped up with several ideas was being too similar to other servers - I don't think this is something we can afford to worry about.
    6. Skywars: 3
    Highly requested, but low cosmetic potential.
    7. Skyblock: 4
    Simple to implement, and people enjoy it. Cosmetics could be added in the form of cosmetic crafting recipes. Not particularly social but co-op functions could be added.
    8. Quidditch: 3.25
    A bit boring, minigame at best.
    9. Build Battle: 3.25
    Highly requested, but probably best as a minigame.
    10. Team Party: 3.38
    I'm bolding this one because I think a team-based party server is a fantastic idea, and I want people to see it. I might make a post about it if nobody else does it first.
    11. Pinata Party: 4
    Old MCPVP minigame. It was pretty fun.
    12. Deathrun: 3.5
    Another not-quite-minigame.
    13. Doodle Jump: 3.38
    Has already been discussed.
    14. Zone Control: 3.13
    Based on existing CTF assets.
    15. Crossy Road: 3.25
    Minigame, but could potentially be fleshed out.
    16.Restricted Freebuild: 3.75
    Low monetisation opportunity
    17. Evolve (5v1): 3.25
    I really like this idea, you could flesh it out a lot, maybe have custom kits like in the old Maze Runner.
    18. Parkour: 3.63
    Minigame at best.
    19.
    Draw my Thing: 3.5
    Endorsed by Putty! Probably needs a different name though lol

    Other Notable Ideas

    20. Deathmatch: 2.75

    Could just use CTF classes and maps, in which case the score would be raised to ~3.5.
    21. Factions x Mob Arena: 2.75
    High commitment and player requisites mean that this isn't really feasible, but I think it would still be really cool to have a team-based PvE/mob arena gamemode. Requires further discussion.
    22. Capture the Castle: 2.63
    Already a minigame on CTF. Could therefore also use CTF assets to raise score.
    23. Planetside 2: 2.63
    Like MCWar (2 teams; guns), but endless and on a huge map. Could use the BR map with War mechanics and a map reset every so often. (Score would increase to 3.25.)
    24. Racing: 3.13 (not mentioned)
    Was rejected due to being too similar to Horse Race - I disagree. Horse Race's mechanics are 1-dimensional and confusing; a proper racing game could be fleshed out tremendously and would allow for better cosmetics.

    War: 2.88
    WarZ: 2
    Party: 3.88
    Wild West: 1.75
    Raid: 3.13
    Kit: 3.38
    Build: 4.13
    CTF: 3.13
    HG: 1.88
    BR: 1.75


    Conclusions
    • I think the ideas worth exploring further are numbers 4 (Roleplay), 7 (Skyblock), 10 (Team Party), 12 (Deathrun), 17 (Evolve), 23 (Planetside 2) and 24 (Racing).
    • The various "not-quite-minigames" could be bundled together as a sort of Party v2.
    • Several games can use existing CTF assets.
     
    • Like Like x 3
    • JMod Honor JMod Honor x 1
    #1 DeadRhos, Apr 23, 2018
    Last edited: Apr 24, 2018
  2. 0racle

    0racle Former Raid and Reports Manager

    Joined:
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    I think a lot of these are good ideas and could be potentially successful but imo it would be more worthwhile to invest in modernizing the entire network and polishing up current game modes first. I don't mean to sound pessimistic, but the last few game modes released have been rather unsuccessful in the long run. I personally think if we first revamp the current network, we could have more success than just adding more onto the server and leaving the (what I think are) underlying issues still lurking.
     
  3. DeadRhos

    DeadRhos Minimum Brain Size

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    Just for fun, here are my scores for Brawl's gamemodes (I'll add it to the OP too).

    War 2.88
    WarZ 2
    Party 3.88
    Wild West 1.75
    Raid 3.13
    Kit 3.38
    Build 4.13
    CTF 3.13
    HG 1.88
    BR 1.75

    I agree, recent gamemodes haven't been successful. I don't think it's necessarily Brawl's fault, we were expecting the community to grow but it didn't. It happens. What's important is that we know where we went wrong, and this post hopefully addresses that.

    I'm also of the mindset that we shouldn't be sentimental about gamemodes, and that we should get rid of them if they're not working rather than desperately trying to fix them. See the sunk cost fallacy. For things like BR we could keep the map (e.g. for Planetside 2) and sell the code, then invest the money into projects that make more sense (e.g. Evolve 5v1).
     
    #3 DeadRhos, Apr 23, 2018
    Last edited: Apr 24, 2018
  4. 0racle

    0racle Former Raid and Reports Manager

    Joined:
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    It's not about being sentimental in my eyes, its just that we need to rework our current base before expanding. Make things more colourful, easy to understand, inviting, and have more reward systems to make the players feel good for playing on brawl. After we update our base, then I think releasing new game modes could be more successful - that by modernizing the network identity we can hopefully attract more players and attention to ourselves for such releases to feed off of.
     
  5. Theo92160_

    Theo92160_ Worldedit's axe > Guns > Swords

    Joined:
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    Discord:
    Scylla#7686
    Really interesting to put a number on the potential of a gamemode.. And also a bit frustrating to read that, following your logic, our current gamemodes only average 2.778/5...

    Again, well done..
     
  6. DeadRhos

    DeadRhos Minimum Brain Size

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    Ah, I get it, you're right.
    As I see it a network can either add new gamemodes or improve their old ones. By and large Brawl is going for the former, but if the gamemodes aren't a good fit, then it's just a giant waste of resources that - as you say - could have been used to improve what's already there.

    The priority, though, is monetisation, and Brawl's current gamemodes don't lend themselves to that particularly well. It would be a waste to introduce QOL changes if Brawl didn't directly benefit from it. That's why I was pushing for a Roleplay server - because you could monetise it fairly easily, allowing for more freedom in other parts of the network. (Other options could be gamemodes that use a MazeRunner-esque kit system, like Evolve or Mortal Kombat.)

    Overall I reckon both approached - improving and expanding - are important, but the easier it is for us to make money, the easier it'll be to improve life for our players.
     
  7. xGhale

    xGhale HG‘s Doom guy

    Joined:
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    Hehe HG isn't last good stuff...

    For real - some more minigames, especially those that cater to the newest and youngest players, would probably help with player counts. If they can be easily monetized that would improve the situation even further.
     
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