Does anyone actually enjoy rubber banding? Why is it so common in racing games? I get that it’s meant to keep races exciting regardless of skill level, but in practice it just undermines any real sens
Does anyone actually enjoy rubber banding? Why is it so common in racing games? I get that it’s meant to keep races exciting regardless of skill level, but in practice it just undermines any real sens
If it's strong enough for you to notice it, it sucks. But there is a reason why it exists, and if it's subtle enough to be done right, you won't hear players talking about how much they enjoyed a mechanic they never noticed.
One of the most important issues multiplayer game designers need to be cognizant of is snowballing. If a player that gets a lead continues to gain advantages that widen their lead, or is even just able to stay stable in the lead without too much effort, there might be no hope for opponents to catch up. This isn't exclusive to racing games, comeback mechanics exist in all kinds of genres. As do arguments about whether comeback mechanics are too much, it's a fine line to walk, but when done right they do have a purpose. Developers keep implementing them for a reason.
Kirby Air Riders showed off a pretty interesting way of tackling this in the recent Direct. Players in front have an advantage in that they have first access to enemies and powerups. That's a potential snowball situation, and it's one that applies to most kart racers with pickups, which is why comeback mechanics are common for the subgenre. So to counterbalance this, Air Riders has players leave behind a star trail that opponents can gain speed by following. It's a skill-based rubberband that requires you to actively stay in the trail to earn the maximum boost, but it is still a rubberband mechanic.
Wow what you described from Kirby Air Riders is great!
Skill based rubberband sounds fairs to me.