Debriefing > Impressions & Feedback
[Suggestion] NEW GAMEPLAY SCENARIOS
killermonkey:
A VIEW TO A KILL - What? This sounds like deathmatch with "reward" for actually playing the game correctly. Does it really make a difference if I kill you zoomed in or out? Where is the fun (beyond DM)?
THUNDERBALL - I really really dislike this one. It doesn't have much incentive, unless you are the unlucky bastard who has the flaming ball of death. Otherwise I am just tooling around doing much of nothing except AVOIDING. There isn't even incentive for me to kill the bastard with the flaming death ball since he'll incur a much worse punishment if I just let him keep it. It's like the inverse of MWGG, without the fun skill.
FOR YOUR EYES ONLY - Already done, and done quite well: http://forums.goldeneyesource.net/index.php/topic,5202.0.html
MOST PROFESSIONAL - Ugh, VC summed it up. Again, this one reminded me of the first. Where is the skill or the reason behind it? What if I kill someone with a Klobb who has 5 HP left, and i hit them in the leg? Did I really deserve all 19 points? NO. It is arbitrary and not all that much fun.
Don't let us discourage you from getting ideas. Realize that you are in the shark bowl once you post them though :-) I hope I was constructive enough and pointed out the obvious weaknesses in the game modes. I am also not professing that our current ones are at all perfect (besides the basic ones of course).
When developing the concept of a game mode it is absolutely imperative that you keep three things in mind:
* Reason - You have to have a reason to WANT to play it. Earning points is not a reason. A reason is something someone feels when they play, that sense of urgency and heart pumping action when they are getting those elusive points! Such as in LALD you gather the GG and race after the Baron all the while dodging fellow Bonds and the Baron himself. It's rather exhilarating to make that kill!
* Audience - Who will be playing this? Noobs or Pros or Both? You have to tailor your gameplay to several different parties, LAN is another example, teamplay, etc. Your gamemode should work across the spectrum and also work with 2 players up to 32 players.
* Griefing - You have to take into account those people who do not play the mode correctly, are naive, or are simply trying to cheat the system. Griefing is a real big concern, especially if your audience is Pros. There has to be a built in mechanic to discourage invalid gameplay as well as detect and punish those that try to circumvent the rules. Read on Yeyinde's mode for example of anti-griefing mechanic.
andrewjneis:
Well, I see what you mean with the other gameplay types, but I fail to see how Thunderball does not have a reason or fun behind it. Let me give you a comparison. There is a strength game I have the students in my parkour classes play for fun. So each student stands on a balance beam, and passes around a heavy medicine ball. I count down from 30 seconds and whoever is holding the ball when time's up is the hot potato and must do 5 pushups and 5 situps. Now, while the ball is being passed around, if a student misses the catch or drops the ball, EVERYONE must do 5 pushups. If someone falls off the balance beam, then everyone must do 5 situps.
So the incentive here is:
A) Pass the ball around QUICKLY so you don't end up hot potato;
B) Keep your focus on balancing and catching so everyone doesn't do strength;
C) Watch the game and time your throws if you don't want to end up on the receiving catch when time's up.
So comparing this to Thunderball:
A) Pass the ball and get it out of your possession QUICKLY,
B) Keep your eye on the guy with the hot potato and steer clear of him, and eliminate people in your way that will cause a distraction or kill you and cause a respawn closer to the hot potato, as well as gain those points for the win.
C) time your own throw if you have the hot potato, or kill the guy with the hot potato and keep him at bay from you. He'll respawn by someone else.
I think it would be really fun. So to eliminate the greifing/confusion, we make it so that you're not eliminated if you die but you lose all your kill points. That way you have reason for the other players to play:
1) Get points!
2) Don't lose those points!
3) If you can make a lot of kills AND keep the guy with the thunderball away from you, or pass it on to someone else and get rid of it, you can win the game!
4) If you get the Thunderball, pass it to someone else at the last moment and watch them go out. That's a pretty awesome kill right there and you did it in style. Perhaps if you pass it to someone and they get killed by it, then you could get an extra point or two for that special kill.
So correct me if I'm wrong, but I believe that Thunderball does have those three things you're talking about. Noobs could play this game easily, it's hot potato! Plus you don't have to worry about elimination and WHY AM I NOT SPAWNING.
I think this gamemode would be really, really fun. It's heart pounding like You Only Live Twice is: You've got the thunderball. GET RID OF IT! Oh my god the guy is trying to stick the thunderball on you. GET HIM THE HELL AWAY FROM YOU! OR RUN AWAY! OR RUN THROUGH A CROWD AND DISTRACT HIM WITH SOMEONE ELSE! hahaha. I would love to play that.
killermonkey:
Ah but you see you have changed the fundamentals of the game since your original idea. You thought it through and realized that some basic mechanics would make the game a FAIL. This is what I am talking about, this is the thought process and tinkering that needs to be done. It's what we did with Assassin and it turned out amazing. It's what we did with all our advanced game plays in v4.1 to make them more engaging and fun.
Rewrite a complete breakdown of Thunderball. Start from the time I connect to the server to when the match ends. Go through the motions of a complete round. Sketch out what changes need to be made when I have 2 vs 8 vs 16 vs 32 players. Is there the ability for teamplay, if so how will it maintain the gameplay mechanic (dodgeball?).
After sketching it out from start to finish you need to figure out implementation. How do i notify players of the carrier of the thunderball? How does the thunderball owner know they have it? How do we know when the thunderball is going to go off? Do all the players know that?
If you can sketch all these details out it might be picked up by an entrepreneurial python writer.
CCsaint10:
I hope you can write this out Andrew. Your thunderball idea sounds pretty awesome man.
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