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Marvel Rivals director on Helldivers 2 nerfs and how a little "psychology" could help us cope: "sometimes it's good to frustrate the player"

News
By Jasmine Gould-Wilson published 16 December 2024

"Winning all the time is boring"

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Helldivers 2 screenshot showing a fully geared/armored diver standing with gun in hand as three jets soar the skies behind him
(Image credit: Arrowhead Game Studios)
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Playing the meta might be a fast track to success, but according to Marvel Rivals director Thaddeus Sasser, balance changes in the likes of Helldivers 2 can teach us an important lesson in losing "fairly."

“Well, it’s kind of the basics of game design that players do not like things being taken away from them, right?" Talking on the VideoGamer Podcast #3, Sasser explained how nerfs and other adjustments are meant to benefit online multiplayer games – even if they can feel more like punishments. It makes sense that this irritation can work in a developer's favor, humbling the player in the process and pushing them to experiment with new builds or strategies.

“Sometimes it’s good to frustrate the player […] because winning all of the time is boring, so it’s important to be able to lose, too and feel like you lost fairly and not be frustrated," Sasser reasons. He also acknowledges how certain nerfs can feel extremely uncalled for, leaving players feeling "like they lost because you took 'the thing' away, and that feels unfair."

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  • Helldivers 2 Helldivers 2 support agent says "there's no balance team" at Arrowhead because "it's all a team effort"
  • Elsa Bloodshot in Marvel Rivals Marvel Rivals devs felt "panic" at the thought of going into the live-service graveyard that just claimed Highguard

Pushing players out of their comfort zones without robbing them of a good time sounds like a deft balancing act, but Sasser says developers can use one thing to their advantage: language and framing.

“Some of it is honestly psychology," he explains of the clever tactic used to divert a player's emotions from anger to intrigue. "Instead of saying ‘Hey, we’re going to nerf players’, I’m going to say ‘Hey, we’re going to make the enemies harder’. Oh, now I’m interested – now it’s a challenge. You haven’t made me [the player] less, you’ve made them more. So it’s almost like a lens that you’re using to look at this problem."


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Jasmine Gould-Wilson
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Senior Staff Writer, GamesRadar+

Jasmine is a Senior Staff Writer at GamesRadar+. Raised in Hong Kong and having graduated with an English Literature degree from Queen Mary, University of London, she began her journalism career as a freelancer with TheGamer and TechRadar Gaming before joining GR+ full-time in 2023. She now focuses predominantly on features content for GamesRadar+, attending game previews, and key international conferences such as Gamescom and Digital Dragons in between regular interviews, opinion pieces, and the occasional stint with the news or guides teams. In her spare time, you'll likely find Jasmine challenging her friends to a Resident Evil 2 speedrun, purchasing another book she's unlikely to read, or complaining about the weather.

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