• Titanfall developer has "to break people in” to their shooter’s verticality
    11 replies, posted
[url]http://www.pcgamesn.com/titanfall-developer-has-break-people-their-shooter-s-verticality[/url]
[quote]"Even if you tell them, 'No no no, you should do this', it takes them doing it themselves to realise that - 'oh, you really can! Even after seeing the trailers and the gameplay videos we've released, you'd think [people would know], but it's about breaking people out of how they've always been playing."[/quote] That's because far too many games have had very dynamic motion in trailers (particularly trailers disguising cutscenes as gameplay) only to have ordinary linear near-2D gameplay.
That HUD looks obnoxious. There is so much shit on the screen. I mean, there is three notifications for how much ammo you have. On your gun, and on the HUD, as well as the sight. Just, why.
[QUOTE=gman003-main;42358326]That's because far too many games have had very dynamic motion in trailers (particularly trailers disguising cutscenes as gameplay) only to have ordinary linear near-2D gameplay.[/QUOTE] Might be partly that, but I think in general it's just people going through the motions. So many similar modern military shooters out there. There's this game called Blacklight Retribution for example where you can sometimes summon a mech for yourself. Lots of dakka and armor, but has a couple specific counters like the flamethrower and rocket launcher which are a) talked about in the tutorial b) being mentioned by the ticker in the menus frequently c) available at virtually any point during a match. There's also "softer" counters like anti-machinery ammo/nades/mines, a 10x damage multiplying weak spot and just the generally slow speed of the mech in combination with the foot soldiers' wallhack core mechanic. And yet most people charge these mechs frontally or toss a nade and complain about it being cheap. A portion of them might even know how to counter it, just not interested in taking a break from the usual run-and-gun. Based on that experience and this article I'm kinda worried stuff like jetpacks and mechs might not be as commonly "accepted" by players as I'd like to hope. If using the wallhack core mechanic wasn't so necessary for winning a match, I'm sure there would be more people complaining about it, too. The E3 trailer for the game's PS4 re-release didn't even mention it despite it being a core feature.
[QUOTE=SatansSin;42358544]That HUD looks obnoxious. There is so much shit on the screen. I mean, there is three notifications for how much ammo you have. On your gun, and on the HUD, as well as the sight. Just, why.[/QUOTE] So your definition of obnoxious is a couple extra ammo counters? Really? Also I [I]still[/I] wanna know more about the respawn mechanic, its never shown in any of their trailers. [editline]30th September 2013[/editline] [QUOTE=Marik Bentusi;42358628]Based on that experience and this article I'm kinda worried stuff like jetpacks and mechs might not be as commonly "accepted" by players as I'd like to hope. If using the wallhack core mechanic wasn't so necessary for winning a match, I'm sure there would be more people complaining about it, too. The E3 trailer for the game's PS4 re-release didn't even mention it despite it being a core feature.[/QUOTE] Wonder if we'll see any "walljump OFF" servers as a result.
kinda stupid if you ask me but its probably because all fps games on the consoles make use of single person as the primary option to achieve objectives, here on the pc world though, i remember playing CnC renegade for years, where the endgame to any match could be achieved through commando raids, vehicle rushes, or targeted superweapons. people are too used to "run here, kill this, win the game" not so much in strategies. even games like halo, vehicles are mostly a secondary option as they are easy to counter and really cannot be used to win a match [editline]30th September 2013[/editline] seems kinda easy to use height as an advantage, but i don't generally play games like CoD, i play TF2 where rocket jumping is an awsome way to take out people
[QUOTE=S31-Syntax;42358650]So your definition of obnoxious is a couple extra ammo counters? Really?[/QUOTE] I should have elaborated, here you go; [img]http://i2.minus.com/iTT5EyKexqA7p.jpg[/img]
[QUOTE=SatansSin;42359907]I should have elaborated, here you go; [img]http://i2.minus.com/iTT5EyKexqA7p.jpg[/img][/QUOTE] The yellows I agree with, everything else though I gotta disagree on.
[QUOTE=S31-Syntax;42360019]The yellows I agree with, everything else though I gotta disagree on.[/QUOTE] The minimap could be smaller, I don't know what the bottom left thing is, and I don't know why there is a huge screen of someones face. It could be smaller, and more transperant. The light blue, could be part of the minimap, gauging by its original size.
The ammo counts on the gun itself is probably for the immersive factor and so players don't have to trail their eyes to the corner of the screen to see how many bullets they have while aiming down the sight, probably. I've always hated a long stream of text appearing in the center of the screen telling me about killstreaks and points, but aside from that, it's not the clusterfuck you make it out to be.
I played it at Eurogamer and the verticality was something that took getting used to but I enjoyed the game still.
[QUOTE=SatansSin;42360277]The minimap could be smaller, I don't know what the bottom left thing is, and I don't know why there is a huge screen of someones face. It could be smaller, and more transperant. The light blue, could be part of the minimap, gauging by its original size.[/QUOTE] Bottom left is obviously keybinds for something titan related. The other 3 buttons will probably be more relevant later on and they likely are contextual, so having an indication of what they are would be nice if you need them. The upper right shows up when someone is speaking to you in-character. Its for immersion, I like that, its supposed to be an immersive experience, you're supposed to notice someone is speaking and look to see who it is. Hard to do that when its small, partially transparent, and shoved deep in the corner. The shoulder buttons and the point breakdowns are unneeded, as you stated. Minimap is just fine the way it is. Any smaller and it loses needed functionality. Top bar is needed and is fine where it is, they aren't the first game to put it dead-center at the top. Ammo indicators are also for immersion, they won't always be easily visible though so the one in the corner is good on a functionality level.
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