L4D – Pleasure and Pain

Left4Dead is ridiculously good.  I can’t quite get over how tremendously visceral, tense, hilarious and fun it is.  I’m one of those people who tries games, but only latches onto one in a big way every couple of years; I haven’t loved a game like this since TFC or BF2.  I’ve already played over 200 hours of it; I can’t stop playing it.  It’s multi-faceted; it has different ways of playing to suit my moods.

I love the camaraderie and the shared experience.  Many of my friends have bought it and can’t stop playing it. We jabber away about last night’s games like a bunch of dullards.  “Haha, that tank that smashed a car through the front door and incapped us all”.  “Oh, did you see that pounce I did off the crane that knocked the other two survivors off the edge?”.  “haha, when we were all waiting to go up the ladder and a boomer dropped down right in the middle, then we all played pass the boomer”.

It’s a riot.  There’s just one problem: we absolutely hate it.

So near and yet so, so far

The premise, art, mood, gameplay and everything about it smacks of quality.  However, there’s nothing quite so galling as a flawed genius, and L4D is utter genius and utterly flawed.  “What’s the problem?” you ask?  Well, the problem is in the multiplayer matchmaking, or the total lack of it. If you’re playing campaign mode (4 players versus the AI) it’s perfectly acceptable.  If you’re playing versus mode (the mainstay of the multiplayer), it is utterly inadequate.

The game operates using lobbies.  Someone starts a lobby and is designated the “lobby leader”, then other players join the lobby.  Once 8 players have been shepherded into the lobby, the game is started.

It all sounds grand so far.  Unfortunately, Valve’s lobby system basically pulls in a bunch of random players. Now I’m sure it’s more complicated than that (region, skill, ping and some other things possibly come into it), but for all intents and purposes, it might as well be random.  This is because if you have mates — and let’s face it, why would you play a multiplayer game without your mates? — you can join a common lobby and take on allcomers.

However, it still sounds reasonable though, right?

Wrong.  The problem is that teams of friends versus teams of randoms has one inevitable outcome.  One team is likely to rack up the points while the other team gets utterly ruined.  Due to the fact that it’s 4 v 4, if even one of the players on the other team is markedly inferior, a skilled group of players will always win.  There is no padding as there would be when playing in games with larger player numbers.  I’ve played games of BF2 in an unstoppable squad and still lost because there were too many passengers amonst our remaining 26 players (32 v 32!)  By consequence of design, this doesn’t happen in L4D.

This wouldn’t be such an issue, but there is seemingly no mechanism for skill matching, nor is there a mechanism for teams of friends to play other teams of friends.

L4D Versus Terminology

This has resulted in two terms entering the vernacular of any L4D player who has even had a cursory go at Versus mode:

Rage Quitter – Someone who leaves a game due to frustration and a build-up of hot salty tears.  A rage quit commonly occurs due to:

  1. Their team getting destroyed
  2. Someone else on their team leaving (see #1) resulting in a domino rage
  3. Incompetence on their team (see #1)
  4. Deciding that they don’t like French/Italian/English/Scottish/<insert nationality here> people all of a sudden (usually coincides with #1)
  5. Some kind of alleged cheating bulllshit that is going on with the other team (usually imagined; see #1)
  6. Other people on their team being dicks

I suppose calling all quitters “ragers” is harsh.  Let’s face it: Most of us play games to have fun.  If our team is riduclously bad or there is a huge skill chasm, it’s not fun to be dismantled for the best part of an hour.

Pub Stomper - One person who plays as part of a group of friends/acquaintances.

Again, pub stomper is an unfortunate tag because it doesn’t accurately describe why (most) people play in a group.  In my case, I don’t like playing online games alone.  I’ve got single player for lone gaming; humans are more challenging to play against and half of the fun in online games is the interactions and replayability that come out of it.

I’m not hugely interested in winning, so I don’t “stomp” pubs for that reason.  The stomping just tends to fall out of the fact that I play the game a lot.

I will happily play the game with any of my friends.  It doesn’t matter if they’re terrible or a 2 day newbie who thinks the Witch just needs a hug, it’s still fun.  However, most of the friends I play with (both real life friends and from the Internets)  are playing most nights.  If you play, say, 4 nights of the week and those same friends also play a lot, it is only natural that the heaviest gamers will stick together.

If I were to suddenly stop typing this blog post and fancy a game of L4D, it’s more than likely that 2 of my best L4D buddies would be available to play.  The fairweather L4D friends would not.  They’d be off doing something else, like running through a meadow, doing charity work or cooing at kittens.

MAD

I’m sure you can see the problem with the clash of the two groups.  The problem is exacerbated because it’s a form of mutally assured destruction.  Just as it’s no fun having your random team systematically decimated by a bunch of autonomous friend-bots who second guess your every move, neither is it fun to get 5 minutes into a game, only for the other team to all rage because it’s a total mismatch.

To give you an idea of just how bad it can be, in one campaign, my friends and I went through 50+ players on the opposite side.  The campaign lasts much less than an hour in a one sided game, and yet we still had 50+ folk who joined and left.  That’s the team filled and re-filled about 12 times over (look at the steam friends “recent games” player list if you want to see this).

I thought L4D had reached its nadir with the No Mercy 1 ragers (NM1 is like Counter-Strike’s “de_dust” in that it’s probably the only map a lot of people ever see…), but I was mistaken.  In the last week, my friends and I have started countless games on the new maps (mainly Dead Air).  We’ve completed about two of them.  In every single other instance, the whole team quits after maybe 2 rounds.  It usually goes like this:

Dead Air 1: They play infected; we make it as survivor.  They play survivor and die at the first plank.  One or two of them leave.  Maybe the spots are filled, maybe not.

Dead Air 2: They play infected; we make it as survivor.  They all leave.

This is not an exaggeration.  Sometimes they all leave after a single round. We then go back and start a new lobby and the process repeats itself.  We play the same maps time and time again, rarely even getting to play infected twice, let alone see the third map.

So, what can Valve do?

Firstly, and this should’ve been in from the start: introduce a better matchmaking system!  This should be cater to two main groups:

1. Randoms.  Some people have no L4D friends and no time to make ‘em (or they have a few friends or acquaintances, but don’t spend a lot of time playing with them).  If 4 random players can be matched up against 4 other random players and the game isn’t a total mismatch, then that’s good enough.  Whether this is done by win/loss percentage, average score per round or some combination of multiple things, I don’t care.

2. Friends.  If you have two or three mates and want to have a fair / challenging game, then this would allow you to create a lobby with four people, then look for a matching group to play against.  This is a very simple idea, but it doesn’t yet exist.  Somebody made a good post about it on the Steam forums and it received widespread support, so let’s hope it happens.

Regardless of who is playing, Valve really needs to encourage people both to stay in games and to be nice to one another.  I don’t care how good someone is; if they are abusive then it is no fun playing with them.  Case in point: Last week, a random joined my friends and me for a game.  This guy was an OK player, but he spent a good 10 minutes berating a friend of mine.  Now, the person he was spouting abuse at doesn’t play too much, but at least he doesn’t act like a moron on the Internet.  We votekicked the abuser which was a decent fix, but some other unfortunate team were no doubt landed with him shortly thereafter.

If someone is repeatedly kicked from games or constantly leaves after a single map, it’s usually a sign that they’re not worth playing with.  I’ve been friends with a few people like this in the past and their outlook is that they’re right, everyone is against them and they must gob off at every opportunity.  Instead of speaking to people in a respectful manner, they just resort to abuse.  It has become their default setting.  A lucky shot or acquired skill becomes an instant cheat accusation.  Any kind of misunderstanding turns to flames.  It’s no fun to be around and, given a choice, nobody wants to play with these people.

Valve already delists servers that offer a bad player experience so I’d be very interested to see how they’re tackling the problem.  Could they apply many of the same principles to players?  Could they delist or at least categorise players that offer a bad player experience?  I think they could.

Valve can change your access levels to games when you cheat, but what about when you’re a twat?  Will they actually do it?  It’s debatable.  I’d love to see it happen, but the system would have to be robust, else folk would just game it.

The bottom line is that whatever happens, things have got to improve because it’s getting harder and harder to have fun.  It’s taking the shine off a remarkable game.

  1. Loyus says:

    L4D reminds me of soccer in its rythm : sometimes the score is unfair and doesn’t reflect what is really happening between the 2 teams. This is because the versus mod is a classic OFF vs DEF setup, where the infected are trying to score a goal by breaking the defense of the survivors. It can be very sudden. One moment everything is fine for the survivors, but the infected have the ability to ruin it all with a single good action. (Chelsea knows something about it :p). Beside that, good but non-decisive actions from the infected are not meaningless as they tire the survivors, making their def easier to break later.

    Therefore, the variance in skill doesn’t matter as much as the tension between the two teams. What is really important is the hope, the feeling that it is possible to “score”, even if you don’t. That’s why ragequitters tend to leave on the secound round, because they think like this : “ok they scored, but maybe we will too”. If they don’t, they feel hopeless and leave.

    Great matchmaking systems are definitely the next step in multiplayer games, sooner than later it will be unthinkable for a multiplayer game to miss one. It will be of the same importace as a good IA in solo games.

    ID has done a terrific job with QuakeLive. The matchmaking system is near perfection for FFA games. All it misses now is an ingame team balancer, a matchmaking system who will also set up the teams for CTF/CA/TDM

    I never thought I would play Q3 again but here it is. It has become the perfect game to make quick sessions (10-30 mins). It’s the antithesis of L4D : you know you’re going to play on a quite interesting server in a matter of seconds. It brought Q3 back to life because this particular game is more suited for little sessions (while a L4D game can last more than an hour), therefore you must be able to join and leave good games painlessly. Newbies can play together without being disgusted by demi-god ones, who in turn will have a harder time to dominate everybody since the skills are quite homogeneous.

    You never thought so, but in the end it’s really a different game. It’s like maximizing the potential of the original game. I started on low skill servers and my progression to the better ones has been smooth and transparent.

    The potential of L4D has a long way to go to be fully exploited. My stats show 47h of gameplay (I thought more), and I’m done with it as it is. My best games were with a french gaming community. We used to play on our own servers, with teamspeak, and more than often the games used to be interesting. But now I’m not willing to waste 15-30 mins without the certitude to find a decent game anymore.

    Nice blog btw.

  2. Mark Simpson says:

    Hi Loyus, long time no see (assuming it’s the French TFCer!)

    You make a very good point regarding the tension; the analogy definitely works. Sometimes it does feel a bit unfair.

    In particular, it’s very frustrating when you down 3 survivors and come agonisingly close to getting the 4th, but they all get up and find (what feels like) 4 medpacks in the next room. They heal up and carry on like nothing touched them and you have to start again.

    I’d liken the interaction with the special infected to boxing — you only need a puncher’s chance to score a knockout. The survivors can be coasting a few rounds up, but in the next moment they lose their concentration, do something dumb and it’s all over. However, when one team is playing the survivors and rushing nicely, totally controlling the game, a disorganised / poorly skilled infected team usually falter. They cannot co-ordinate anything of note.

    We once forced a full team rage quit on Blood Harvest 1 after a single survivor round. Ironically, we were trying to make things harder for ourselves (by constantly rushing where it is dumb to do so), but we somehow finished the round in about ~90 seconds (we didn’t stop running). This caused the other team to leave in frustration — they didn’t even get one attack in.

    I’ll have to check out Quake Live. I’ll admit that the prospect of playing Q3 again leaves me cold, but it might be worth a go. I always did love RA3 :)

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