Lots of devices that can get kills with zero skill at all, and you know, it's kind of smart to compress your skill gap to a degree. Random spawns, massive cone fire on your weapons. A whole bunch of weaponry that doesn't require any skill to get kills. And the way you compress the skill gap as a designer is you add a whole bunch of randomness. one of the things that Call of Duty does, and it's smart business, to a degree, is they compress the skill gap. But it was really a calm discussion of, “What don't you like?” and “It doesn't feel like Call of Duty.” Almost every element boiled down to “it doesn't feel like Call of Duty.” And really, watching some of these guys play. I make it sound like there was a combative conversation, probably because I get a little emotional when I think about it. Call of Duty has great movement.” Why is it great? “Because it just is, I just like the way it works.” So you don't like the momentum system in Red Orchestra? “Yeah, it sucks, it's clunky, it's terrible.” Well, why? “It's just because I'm used to this.” They're like: “I hate Red Orchestra, I can't play it.” Well, why? “Because the guy doesn't move like he does in Call of Duty. “The weapons really don't have a lot of power”. The way that players instantly accelerate when they move, they don't build up speed. Gibson: It's the gameplay mechanics that they become used to.
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