Name: Aquashark
Location: ztndm4
Posts: 4495
Location: ztndm4
Posts: 4495
Asymmetrical gameplay contributes a lot to a game imho..
Quake is now like StarCraft with one race.. multiple approaches to a situation would give players more room to express themselves, more stuff to learn and master on the long run.. bla bla bla..
If you're tired of Protoss/Ryu/Paladin switch to Zerg/Vega/Druid
it's like learning to walk again and it's very gratifying.
There are two approaches on this i can think of:
1. the classic characters/class-based system
Pick a character/class with different abilities (translating into advantages and disadvantages), but closely balanced with the others.
What amazes me is how after all of these years of Q1 vs QW vs Q2 vs Q3 vs cpm vs Q4 discussions, so many people still think it's a matter of fact and not just a matter of opinion and taste. -- Godsmurf @ toxjq interview
All the tardwars and dissolution of the Quake/DM scene comes mostly from personal preference over some movement set.. and this is not to be condemned overall.
Instead of cramming together all the movement options (like CPM or Warsow), why not group them in a balanced class system and encourage people to stick with their preferences? then they'll have to fight for their cast to claim: dodging skills > strafe jumping :)
Something like Generations Arena might be a little screwy, but I'm sure a viable system could be designed by the brighter minds of this community.
2. temporary asymmetrical gameplay
I'm quite frankly bored of seeing people battle for armours/MH in high level play (especially in vq3/q4 where there's no armour tiers).
Shifts in armour/mega control are just boring flat.
Someone proposed a while ago some sort of passive powerup system.. when combining several powerups you get some temporary advantage that might help to turn the tide, make the game have fewer dead moments and add some more strategic elements besides positioning.
For example:
- a haste powerup that gives air control and slightly more speed..
- a powerup that gives you a temporary proximity radar..
or instead of powerups, more map interaction that alters the course of the game.. like you can press some buttons to alter the configuration of the level for a period of time in a manner that suits you better or gives some other advantage:
- blocking access to a weapon your opponent is raping you with
- making some walls transparent from one side..
- moving an armour between two points when you think your opponent goes for it..
- or just moving the spawn points of items on the map.. so you no longer have to just time powerups, you need to find out where they'll spawn (based on some markers or something)
you think of something better :D
(inspired by a discussion on Sirlin's blog and some old Jamerio posts)
Edited by Aquashark at 09:34 CDT, 20 March 2008 - 124127 Hits
The thing is some players have a different style (aggressive vs tactical etc) in FPS but I think many get punished because the game forces a set style of play mechanics which might not benefit their style of play. .
Secondly the game becomes predictable, you're able to predict their run speed and how their character is going to be affected by a weapon (knock back etc) so there are never any surprises in things like quake.
It could work really well, but at the same time it could fall really flat on its face becaue so few devs are qualified to make a game like this and pull it off without there being major holes.
If you look at the original streetfighter 2 its all very well using different characters, but many players soon realised that some were simply better than others, so such a class system might be short lived once people find the "Ryu" of the game.
I think the real problem is these FPS games are that they still play the same as they did 10 years ago and are fundamentally flawed upon release these days.
Just play mariokart and streetfighter forever :)