Devblog 17 – Rethinking 4v4.

Welcome back to the Rekt Games devblog! Let’s get straight to it.

Is 4v4 too much when thinking “party game”? Is it excessive in the context of Fightworld?

We’ve been experimenting with these thoughts and; to be frank; we’ve had very few 4v4 sessions. However, in each session there’s been one thing that’s clear: the more players we have, the level of skill required to kill others diminishes. How? Well, imagine in a 1v1 situation there’s a flail vs sword character. For the flail to win; they must keep their distance; hit the flail a couple of times and have the special attack to keep the sword away. If however, the sword dodges the special attack; or even jumps over the flail swinging and gets into close quarter combat (CQC), they’re able to hit the flail character unhindered.

This creates for some very interesting back & forth gameplay where both players also need to be aware of their cooldowns, their opponents cooldowns and positioning. Hitting the enemy is just the reward after all the other calculations to gain an advantage.

Now, put this context in a 4v4 situation.

The flail can swing relentlessly and considering they now have a 4x increase in opponents to hit; they will guaranteed hit something. Even for the sword character, if he goes in swinging; he’s bound to hit something.

Another issue we’re tackling at the moment is; is 4v4 actually fun? The idea of having 3 others in your team does sound amazing; but we’re pretty certain it cannot be more. However, we’re not sure if 4v4 is the right answer for Fightworld. It is the outplay mechanics of out-positioning your opponents; of being able to combo things; see each character and predict movements that make Fightworld the unique concept it currently is; and we do not want to take the fun away.

Therefore, we will be trying how the game will work in a 3v3 scenario, where there is room to predict; more space to outplay & less events that create full chaos. This could work out great, or bad; we have no idea yet.

However, one thing that’s certain is we put gameplay first, and if that means getting rid of 4v4; so be it. We’d rather have 3v3; or even 2v2 & have more fun than staying with the 4v4 concept just because there’s more players possible in our game.

What do you think is the best way to go about; 2v2, 3v3, 4v4, 5v5 or any other suggestions?

That’s it for this week! Thanks for tuning in. Hope to see you next time!

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By | 2018-11-07T17:05:21+02:00 November 7th, 2018|Fightworld|2 Comments


  1. Luis Regueira 7 November, 2018 at 20:54 - Reply

    I think furious testing is the right way to go about it and just keep the number of players that make the most sense. With that said, have you tried slightly altering game modes for different amounts of players? Maybe you can assign a target player randomly in each team and the team that first defeats the target wins for example? Or a battle royale wherr the last man standing wins?

    • Taha Salim Taha 14 November, 2018 at 15:47 - Reply

      Hey Luis.

      So, we’ve tried everything from 1v1 to 4v4 at the moment in different game modes (team deathmatch, capture zone, football) and in different map sizes (small, medium, large).

      Since this is the first game we’re launching; we want to create a one-way matchmaking path for everyone to begin with, so people do not queue up for a matchmaking without players. However in the future if enough players do play; we would love to have different gamemodes depending on players.

      I really liked the idea that one person is the target to kill, like a VIP-gamemode. Would be super fun to try to run away and hide. I think we’re going to try to implement this.

      On a side note, we’re planning for a Team Battle royale as a final decider if the games become even. 😉

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