Men_in_Boxes
Snake Oil Salesman
The honeymoon phase with Helldivers 2 is ending earlier than expected for me. I say to myself "Self, why are you losing interest in this game so quickly?" There's a bunch of reasons, but a core pillar of game design has been flubbed by Arrowhead Studios...
Loadouts are inferior to mid match progression.
Helldivers 2s maps are filled with objectives, side objectives, and random small points of interest that all yield one of five currencies. Everything you "earn" in game provides you with something to spend after the match.
That's objectively bad game design.
If you're building your character mid match, choices become significantly more interesting. Do you attack objective A to procure the Rocket Launcher or do you attack objective B to procure the Orbital Strike? Do you want to take on the outpost to procure +5 reinforcements or is your team healthy enough for the final push? This leads to a significantly wider variety of "stories" to be created and played out. It encourages communication and a wider variety of strategies.
Loadouts incentivize the player to quickly shift to efficiency mode rather than experimentation and gambling mode.
Guys, can someone give me the number to the Nintendo Hotline? The industry needs to know this ASAP.
Loadouts are BS because you're locked in and you know what you're going to get. Every match plays out exactly the same (relatively speaking).
Loadouts are inferior to mid match progression.
Helldivers 2s maps are filled with objectives, side objectives, and random small points of interest that all yield one of five currencies. Everything you "earn" in game provides you with something to spend after the match.
That's objectively bad game design.
If you're building your character mid match, choices become significantly more interesting. Do you attack objective A to procure the Rocket Launcher or do you attack objective B to procure the Orbital Strike? Do you want to take on the outpost to procure +5 reinforcements or is your team healthy enough for the final push? This leads to a significantly wider variety of "stories" to be created and played out. It encourages communication and a wider variety of strategies.
Loadouts incentivize the player to quickly shift to efficiency mode rather than experimentation and gambling mode.
Guys, can someone give me the number to the Nintendo Hotline? The industry needs to know this ASAP.
Loadouts are BS because you're locked in and you know what you're going to get. Every match plays out exactly the same (relatively speaking).