Board Thread:Roblox help and discussion/@comment-30144972-20180212212552

The Problem= Build Battle, though a good quick-game to play, gets really boring fast. While the lack of interesting topics plays a factor, the overall multiplayer experience is really lacking.

There are two factors to a multiplayer game: "Player + Player" mechanics and "Player + Environment" mechanics. To explain these two factors:


 * "Player + Player" is the interactions between players. For example, in Jailbreak, the mechanics of arresting cops, killing players, cop bribing, pickpocketing keycards, and teaming up together are the interactions players of Jailbreak make. "Player + Player" mechanics don't always have to be negative; they could also aid each other.
 * "Player + Environment" mechanics is the mechanics and obstacles provided with the game. In the case of Jailbreak, this includes (very vaguely) escaping from the prison, entering banks, ramps, vehicles, and the restrictions and obstacles of the map. This can also range to NPCs or game events.

The main problem with Build Battle is not with the inbalance of "Player + Player" and "Player + Environment"; it's okay to have inbalance. Rather, the game isn't focusing enough on the "Player + Environment" aspect and solely relies on the "Player + Player" mechanics to have a good game experience. This is why you see roleplaying games at the bottom of the game page; people do see interest in it, but the majority find it boring.

To solve Build Battle's boring gameplay, add some uncertainty; add some events or obstacles the player can experience or adapt to.

=Gameplay Changes= =MECHANIC CHANGES= =MAP CHANGES=  
 * -|My Ideas=
 * Have vague and/or open-ended topics. Exclude topics such as "Shrek" or "Pikachu" and include vague topics such as "City", "Statue", or "Greed". Having these vague topics allow players to think creatively; to think outside the box. Having topics based on a specific character makes it a contest on "who can do the best", not "who can think the most creatively".
 * Have restrictions to how they build. People may think is counterproductive because it restricts the player to have the freedom to do whatever they want, and therefore make it boring. I'd disagree. Having these restrictions allow the player to go outside their comfort zone and to explore what they can do with those building blocks they are given. Giving entire access to the entire color palette just makes the players do the same thing over and over again for the same topics. This can include:
 * Giving players a specific, premade color palette (not based on random picker).
 * Use random picker to select four different materials they have the ability to use.
 * Making the building plot different each time in restricts of height, width, and length.
 * Certain events/gamemodes such as "Lighting Round: The time to build is reduced by half!".
 * Possibly making the terrain of the building plot elevated or eroded.
 * Allow players to have access to different shapes. You could include spheres, small cubes, half cubes, cones, trusses, and wedges/ramps. This helps architectural or detailed builds.
 * Do not disclose usernames when showing their build. This is to preserve anonymity and suspense. No one knows which building goes to who. This is also to discourage bias or ingame conflicts having a factor towards their rating towards a specific rating. This also sets the tone that you shouldn't "share" what you built; let it be a surprise!
 * You can switch between building mode and destroying mode with the [1] and [2] keys. Not really an issue if the developers didn't add it in, just a pet peeve.
 * Players can enter in the building plots when it's voting time. When it's voting time, players can enter in building plots and easily explore not from the outside, but also the inside.
 * If your concerned about players getting stuck, make the parts either non-collideable, teleport players outside of the building plots, or have all the building plots appear at the same time.