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Re: Time to make some decisions?
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Pierre-Marie Baty
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Default Re: Time to make some decisions? - 13-04-2004

Isn't it precisely the *frustration* of waiting in CS that makes the game so addictive ?

I believe the game should be tactical for the most. I'm not against "outdoors" engines like BF1942 provided the level is designed cleverly enough to always allow sneaking behind the enemy wherever I am and to provide several easy retreats whenever it is needed. The two teams must be attacking altogether, but they must be given a hard time at this. It should be very difficult to attack, less difficult to defend but easy to retreat and regroup into safety. Such a gameplay will enhance tactics because offensive and defensive players will meet in groups more often, like for example when falling back to a more secure position, and this will enable them to prepare team planned offensives more often. Grenades and explosives are the great forgotten of nowadays' FPS. I would fancy evolve in an environment where their use is facilitated and encouraged by design.

I'm not against the "go everywhere, do everything" feel either, but I believe it's rather pointless in a first person SHOOTER. If I want to drive cars and run into stuff, I play Carmageddon instead. If I want to drive planes, I play Red Baron or Flight Simulator. And while I'll be happily flying around bombing stuff when and where I can, what will my team be up to ? The vehicles and all these "exotic" features should be included only if we are CERTAIN they always enhance the tactical gameplay, and not if they distract from it. The problem with BF1942 is that while it's fun to drive miles inside my jeep up to the battlefield, the gigantism of the playground makes the terrain WAY to smooth : there's nowhere to prone, nowhere to hide but in a building, I can everywhere be seen from 500 meters ahead, and I'm prolly unable to outflank the enemy unless I take a 15 km runaround which enables me not to be seen, but also half the time makes me arrive after the battle.

The player controls should be intuitive, and there should not be too much of them. CS is a perfect example for this. The same keys may have different purpose given the situation the player is in (for example, crouch or prone). Any animation should be cancellable. For example, a player going prone must be able to jump on his feet without waiting for the "go prone" animation to finish. This is mandatory, else it's the bullet between the eyes which is warranted.

Realistic ballistics, immersive sound ambience, good quality weapon models, well-licked physics (may I quote The Specialists for all this ?) and *tactical* _teamplay_. This is the key.



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