Name: G.I. Jonesy
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Posts: 2441
Location:
Posts: 2441
In American football, the two main scoring plays are touchdowns and field-goals. The former awards 7 points (with the PAT), and the latter 3. Touchdowns can be scored at any time (which can be similar to scoring a knockdown in boxing).
In boxing, the big plays are knockdowns and knockouts.
In baseball, the big plays are home-runs (which vary between 1-4 points).
In basketball, there are no big plays.
In soccer or hockey, every score is a big play.
In Quake, there are no big plays in the sense of scoring more than 1 point per frag or in the sense of every frag necessarily being of great significance. There are big plays, but, most people would not recognize them. A big play in Quake would be something like killing a 200/200 opponent when you only have 100/0.
The reason to have big-play potential in a sport, is to make it more interesting or exciting. To make it so, no matter how dire the outcome appears, there is still some hope that the losing player/team can still win. While it would be difficult to add big-play potential in Quake, the same basic thing can be achieved through the map system I recently went over. By putting the low-scoring maps first, and the high-scoring maps last, a player could conceivably lose the first 4 maps by a total of 20 points, and then win the 5th game by 21 points, thereby winning the game. Big-map potential is essentially the same as big-play potential, plus it is simple enough for anyone to understand and requires no programming expenses.
Without big-play potential, a game fails to bring out the best in its players and fails to entertain a broad base of fans.
Edited by G.I. Jonesy at 17:10 CST, 21 January 2014 - 2547 Hits
Much original
So exicte
Very frags....