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Beat Writer Posts: 185 Joined: 5 Oct 2008 | |
Gone Gonzo Posts: 1847 Joined: 13 Feb 2008 | Destructible environments and overly complex HUDs. Nothing breaks the immersion like lots of text all over your screen followed by shooting a wooden shack with a rocket and having it survive unscathed. |
Gone Gonzo Posts: 1177 Joined: 26 Mar 2008 | Company of Heroes is a fantastic RTS, the things you mentioned are what make many other RTS games like Command & Conquer (post RA2) feel really dated. COH is one of the few RTS games that truely makes a map a real battlefield rather than just a flat surface. |
Gone Gonzo Posts: 2990 Joined: 21 Jan 2008 |
It's one of those fads that the industry loves getting into. Games that become hits (like COD4) end up having some sort of new introduction (or bring and idea into the mainstream market, like Gears). Devs then copy this idea, but don't implement it as well as the original developers. As for me, it's those damn vehicle sections in FPSs. Yes, Halo had vehicle sections, and yes, people loved Halo, but that's no reason to put vehicle sections in all games. Gah, I can't play a shooter these days without vehicle sections. |
Gone Gonzo Posts: 1109 Joined: 8 Apr 2008 | Zelda: OoT and beyond proves you don't need an overly complex control scheme to allow a character to do plenty of neat tricks. |
Gone Gonzo Posts: 1177 Joined: 26 Mar 2008 | The destructible enviroments in COH really do affect the gameplay unlike other games, if that enemy squad is using that stone wall as cover. I'm gonna blow it apart with a hand grenade from my rifle squad. There is even times you can blow things apart and use debrise as cover. Or perhap clear that fence or bushes to flank an enemy and so on. |
Gone Gonzo Posts: 2949 Joined: 20 Dec 2007 |
GAH! MMO's suffer so much from this. I tried playing an MMO on my T.V. - I had to stand in front of the damn thing to see what was going on. |
Press Junketeer Posts: 408 Joined: 10 Apr 2008 | If you are going to do a cover system do it right. Take dark sector, cover system but you cant blind fire....whaaa? And please if you have guns in your game dont make me shoot people 100 times to kill people. And lastly make sure the guns are accurate enough that they shoot where i aim....lookin at you Kane and Lynch |
Infamous Scribbler Posts: 670 Joined: 23 Jul 2008 | halo did vehicles right, everyone else made them clunky cardboard boxes with tanerite attached to them. |
Beat Writer Posts: 185 Joined: 5 Oct 2008 | Another thought: CoH is the only RTS I know of where using cover is tactically important. But there are plenty of FPS games where using cover tactically is important to the gameplay. So the genre of musclebound gun-toting lunkheads is more intelligent about cover tactics that the RTS genre! How ironic. |
Copy Clerk Posts: 105 Joined: 28 Sep 2008 | I believe grenades need to be rethought. In my opinion, they need to make more granades like COD4's. A grenade is meant to kill, not to slightly wound (I'm looking at you Halo 3). |
Beat Writer Posts: 209 Joined: 6 Nov 2007 |
Or maybe cover systems just aren't feasible in large scale RTS games. Dawn of War, Warcraft III, Sup Com. going all the way back to Total Annihilation. They didn't have "cover systems" per-SE, but TERRAIN did matter. High ground, vs. low ground. Forested or cratered area vs open ground. In an RTS with such large scale battles and units, it makes more sense to deal in bigger areas and effects. CoH was able to implement the system because of it's smaller groups and close up management. That doesn't mean cover tactics weren't used before it. As for what I think every game should have. Lightsabers. |
Gone Gonzo Posts: 1011 Joined: 1 Dec 2007 |
First, you must abandon multilayer. |
Gone Gonzo Posts: 2082 Joined: 12 May 2008 |
Like...GASP! The Warthog? |
Gone Gonzo Posts: 6463 Joined: 30 Jan 2008 | Replayable Chapters menu. There is simply no game where its not a good thing, and it is unnacceptable for it to not be in such deeply awesome games as the MGS and GTA Series |
Beat Writer Posts: 162 Joined: 4 May 2008 |
You must take into account a spartan's/elite's SHIELDS. Without these pieces of technology, grenades become lethal (albeit still very close range)
Even though they fishtail like HELL, they're still way better handling than, say, anything from crysis. Once you get used to the fishtail, the warthog is extremely easy to maneuver. |
Gone Gonzo Posts: 6463 Joined: 30 Jan 2008 |
You mean like in Resistance? Blow em up, impale them on 20 centimetre spikes, or simply engulf them in a cloud of fire. Boom, baby. |
Gone Gonzo Posts: 1177 Joined: 26 Mar 2008 |
The grenades in COD4 are terrible, insta-kill nades are ok in singleplayer but it MP it really fucks things up. The insta-kill nades, choppers and airstrikes = SPAM! Use your damn gun to kill people, your grenade should just be a tool not the main focus of death dealing. You can see why so many COD4 players can't shoot or play for shit.
Totally agree, GTA needs it really badly. |
Press Junketeer Posts: 361 Joined: 7 Sep 2008 | Just because a platform has additional features (i.e. gimmicks) doesn't mean that you need to use it to make a good game. The DS is a prime example for this (e.g. Dawn of Sorrow). |
Gone Gonzo Posts: 6463 Joined: 30 Jan 2008 |
And Matyr is one of the cheapest shots available. You're dead, so it can't even benefit you, its just petty revenge cause someones better than you (in case you can't tell, I've had a massive kill streak ended by those a couple of times) |
Press Junketeer Posts: 373 Joined: 27 Jun 2008 | Hack 'n slashers where the slash attack is mapped to the right thumb stick. Who thought that was a good idea? |
Beat Writer Posts: 185 Joined: 5 Oct 2008 |
Yeah, good one. |
Gone Gonzo Posts: 6463 Joined: 30 Jan 2008 |
Hideo Kojima, in his worst and yet somehow best game. |
Muckraker Posts: 267 Joined: 17 Jul 2008 | I think the latest Unreal had good vehicles. Nice feel and control, and lot's of possibilities for multiple players to hop on and fire. That is one thing I would like to really see. Hopping on a vehicle just to hang on and ride. Maybe fire your rifle while doing so. Just needing a faster way to travel to battle. |
Press Junketeer Posts: 389 Joined: 15 Jul 2008 | Bad: Anything involving explosives and helicopters from COD4 - At no point in a shooter should a player be given an absolute ton of kills just by pushing one button and pointing at a map. Likewise, at no point should a player EVER be rewarded for dying. Good: Party interaction amongst themselves and the main character (Here's looking at you Baldur's Gate <3). This is something that has been sadly absent from RPGs for a long time (first one to say Mass Effect gets my boot up their ass. I take no responsibility for my verbal beat downs relating to that game). |
Anonymous Source Posts: 5 Joined: 25 Sep 2008 |
Just for the record, COD4 wasn't the first game with destructible environments. As far as i know, it was Red Faction. Though admitedly, it wasn't that great in that game, (it was rarely tactically important) that is where it began, far before COD4.
I wasn't a big fan of the grenades in COD4, however I loved the grenades in Rainbow Six: Vegas 2. They were powerful (like a real grenade), had an actual serious blast radius (again like a real grenade), but in order to balance them game-wise and not make them overpowered, you were limited by the amount you could carry and the time it took to deploy them. I loved it. |
Muckraker Posts: 331 Joined: 3 Oct 2008 |
Hey, once you get used to it it feels pretty natural. |
Gone Gonzo Posts: 6463 Joined: 30 Jan 2008 |
How does it have an actual advantage over the use of buttons for control? |
Muckraker Posts: 245 Joined: 20 Mar 2008 |
Ah, CoD4's martyrdom. Nothing says "I refuse to be careful" more than getting killed by it. I also disagree with the OP's complaint about level scaling, especially because level scaling is in almost every wRPG.
Knights of the Old Republic? Mass Effect had party interaction? |
Infamous Scribbler Posts: 573 Joined: 7 Nov 2007 | Scaling difficulty was always and will always be the worst thing you could do in any game. |
Paperboy Posts: 42 Joined: 5 Nov 2007 | For those ones complaining in oblivion, may I suggest anything that paralyzes the enemy? Thank you. Good mechanics: Uncertainty. As seen in Call of Cthulhu - Dark Corners of the Earth, fear is one of the main motivations either to survive or to just duck in a corner fearing for your life, while you try to recover yourself from that horrible vision. The blurry vision is, in my opinion, awesome. However, it can go off hand (Hi, Dagon, this is me trying to save this boat whilst EVERYTHING causes me to get mad and commit suicide). It's cool, but hey, under control. Bad mechanics: Ulimited things. As seen in Fable, game in which everyone ended with about 200 bazillion XP's after spending about 10 minutes in the cementery (just surviving, not going for xp's) and having a 200 combo and some xp potions. |
Gone Gonzo Posts: 3201 Joined: 22 Aug 2008 |
(Slightly paraphrased from my memory) Kaiden: I gotta say Wrex, you're not quite what I imagined the Krogan to be like. |
Beat Writer Posts: 169 Joined: 5 Aug 2008 |
You mean independantly scaling difficulty on a curve that the devs made for themselves right? If so, I agree with you. |
Muckraker Posts: 330 Joined: 4 Jun 2008 | Sniper rifles in multiplayer = make it so that you kill people with 2 hits or one headshot. Snipers already have so many advantages that they don't need one-shot-one-kill weapons. |
Copy Clerk | |
What game mechanics have ticked you off or really impressed you to the point where you think all developers should take note of how they work?
I was thinking of Oblivion's attempt to scale monster levels with your level, and Civ 4: Colonization's attempt to scale the king's expeditionary force (which you have to defeat to become an independent country) to your liberty bell production (and hence colony size). On paper maybe scaling things sounds like a good idea to keep the game challenging even when the player is doing really well, but the trouble is that it can make things futile, or worse, harmful. In Oblivion, if you don't increase your combat skills and attributes at the same rate per level that the enemies do when they scale, then the enemies become increasingly better than you every time you level! In C4C larger colonies are inherently less profitable because you'll decrease the selling price of goods faster and provoke more tax increases, so it's harder for larger colonies to keep up with the amount of scaling of the royal expeditionary force. So getting a bigger colony makes it harder for you to win!
Once you have this kind of mechanic, ridiculous things start to happen. In vanilla Oblivion, the game is actually easier to beat as a level 1 by deliberately picking major skills you won't use and only increasing your minor skills so you won't level and won't face hordes of bandits dressed in glass armor. In C4C, you can win easily on the hardest difficulty in less than 50 turns by deliberately keeping your colony puny until you begin your revolution so you only have to defeat a tiny force.
So developers, have a good long hard think about the unintended consequences of scaling things to keep up with the player, and do it with subtlety or not at all.
On the good side, I'd point to Company of Heroes and its terrain cover, especially directional cover like walls. Trees, walls, craters and so on all provide various amounts of cover for infantry, allowing them to take less hits when fired at. However, walls don't provide cover from the back and sides, so flanking enemy infantry positioned behind walls is much more rewarding than charging at them from the front. Also, enemy fire, and especially enemy MG fire will suppress infantry, causing them to hit the deck and crawl, leaving them slow and vulnerable.
It adds so much rewarding tactical depth when you can try to anticipate your enemy's movements to catch them in a position where you have better cover than them, and you often can't just group your infantry and throw them at the enemy, because a single MG could pin the whole group down. However, if you split them and flank that MG and infantry hiding behind that wall, things could go very badly for your enemy instead. Yay, tactics!
It's not perfectly developed in Company of Heroes, because big blobs of group selected infantry charging in can still win far too often. But all it needs is more RTS developers to pay attention to how rewarding the tactics introduced by that kind of mechanism can be and refine it.