Tolerance for character attributes in FPS game?

Started by
9 comments, last by Chosker 11 years ago

besides the matter of taking control away from the player I want to emphasize more into what Prinz Eugn is saying.

you mention your characters reacting in a negative way based on negative situations (becoming frightened when under heavy fire), and reacting in a positive way on positive situations (battle is going well). to me this sounds like you're giving the winning team an extra advantage just because they're winning, and punishing the losing team making it even harder for them.

from what I've played in competitive games that use this sort of game mechanic (see: Heroes of Newerth / DOTA), the result can be a match that builds up in a fair way give and take, until one player makes a good move, gets his team to lay a successful ambush or gets a lucky streak, or until one player makes a small mistake and dies. after that the match unbalances itself and from that moment on its pretty much over because it becomes more and more an uphill battle for the losing team.

and the more competitive the game is, the more slight this 'good move' or 'error' needs to be to cause the decisive inbalance.

of course there's a lot of comebacks but they require the losing team to perform MUCH better than the winning team.

Chosker - Developer of Elium - Prison Escape

This topic is closed to new replies.

Advertisement