That's exciting. Question though, in what ways does sprint break Pit?Booshka said:I think Oasis and Pit are confirmed, and I am pretty sure that at least one King gametype will be in.
That's exciting. Question though, in what ways does sprint break Pit?Booshka said:I think Oasis and Pit are confirmed, and I am pretty sure that at least one King gametype will be in.
With Sprint and the range of the DMR, it really shrinks the map. It is large, but those two factors make it play small. As in, there is less setups and they are hard to keep. It still looks pretty good, but the map plays a lot differently and really doesn't play in the spirit of Pit, especially TS, which had a lot of epic standoffs and back and forth map control in H3, now in Reach it is more free flowing and chaotic.Tashi0106 said:That's exciting. Question though, in what ways does sprint break Pit?
Hmmm. You would think the massive wall in the middle would preserve the gameplay. Well, I can't wait to try it out.Booshka said:With Sprint and the range of the DMR, it really shrinks the map. It is large, but those two factors make it play small. As in, there is less setups and they are hard to keep. It still looks pretty good, but the map plays a lot differently and really doesn't play in the spirit of Pit, especially TS, which had a lot of epic standoffs and back and forth map control in H3, now in Reach it is more free flowing and chaotic.
Booshka said:With Sprint and the range of the DMR, it really shrinks the map. It is large, but those two factors make it play small. As in, there is less setups and they are hard to keep. It still looks pretty good, but the map plays a lot differently and really doesn't play in the spirit of Pit, especially TS, which had a lot of epic standoffs and back and forth map control in H3, now in Reach it is more free flowing and chaotic.
Drop some Classic++ vids BKOuterWorldVoice said:I never got to a 45 in Halo 3. And I know what's fun. The game requires a broad spectrum of players to enjoy it and for it to be enjoyable. The game needs to be fun and satisfying for "bad kids" as well as MLG Pros. It needs to appropriately match players with each other so that each is having the most enjoyable experience practical.
This is terrible. God I hope you are being sarcastic.xxjuicesxx said:Halo 3 was garbage.
Clutch indeed. How many kills did you have by that time?Booshka said:Devo saves my life with a showstopper to preserve my perfect game. Clutch.
http://www.bungie.net/Stats/Reach/GameStats.aspx?gameid=796335493&player=Booshka
senador said:Say you were magic and could make Halo iterations and developments "perfect". What would you want from the newest game if the previous one was so great?
I had 13, right after she saved my life I picked up a double kill for the Running Riot, then went on to get 4 more kills. I wasn't even sure what happened at the time, had to think about it later lol. I'll make a clip of it later.Letters said:Clutch indeed. How many kills did you have by that time?
OuterWorldVoice said:The game needs to be fun and satisfying for "bad kids" as well as MLG Pros. It needs to appropriately match players with each other so that each is having the most enjoyable experience practical.
A27 Tawpgun said:It's been my belief if you're making a game that needs to appeal to both, the best option is to build it for the hardcore first.
Look into Unreal Tournament Bots, they are amazing. UT2K4 is a good one to check out.Hydranockz said:I get to discuss Halo a lot in my course this year! I have an AI module where I have to give a presentation on the AI found in FPS titles. Not only that but I have found a lecturer who is very interested in supervising my final year project to make a Halo game in XNA that uses the API that Bungie provides. He had some really cool ideas for it too. Can't wait! But wait, there's more! In another module I'll get to research the kind of job I'd like and identify industry figures I'd aspire to be. I'm really enjoying this year so far.
bobs99 ... said:To be fair Reach feels nicer in terms of FOV. Halo 3's FOV was disgusting.
Dax01 said:It's not the fourteenth until it's fourteenth in America.
#America
Why? The fun/accessibility won't be harmed. The core of the game is built with competition in mind. That's the skeleton of the game. Then the meat is added in.Dani said:
You design a product based around consumer demand. The casuals far outnumber the hardcore in Halo. Then you have games like UT and CS that are built around the hardcore and super competitive playA27 Tawpgun said:Why? The fun/accessibility won't be harmed. The core of the game is built with competition in mind. That's the skeleton of the game. Then the meat is added in.
A27 Tawpgun said:Can you guys not read?
I want the CORE of the game, the basics, to be built for the hardcore in mind. Have those exact settings be available in customs. Then from there, tweak settings/add mechanics that make it more casual.
Everyone wins?
No one knows what they want.FyreWulff said:Except that you can't predict what the hardcore will want until the game is out. Hell, they couldn't predict what the Grifball community wanted.
I want to not go to work tonightTashi0106 said:No one knows what they want.
There are some basics.FyreWulff said:Except that you can't predict what the hardcore will want until the game is out. Hell, they couldn't predict what the Grifball community wanted.
I want a bajillion doll-hairs.vhfive said:I want to not go to work tonight
When games like Unreal and Quake were made, I doubt they were designed with high level pro play as the main priority. It was just the game that they were interested in making. They happened to be great for high level play and casuals. I guess it also has to do with the PC market being more hardcore, but I don't think the designers were specifically thinking how pro level players would play their games when designing it. Things like Strafe jumping (Quake/UT) and Skiing (Tribes) weren't even planned, but the game mechanics and physics had a lot of depth, which led to high level players learning these techniques for competitive play.MrBig said:You design a product based around consumer demand. The casuals far outnumber the hardcore in Halo. Then you have games like UT and CS that are built around the hardcore and super competitive play
I want a grunt plushie.Tashi0106 said:No one knows what they want.
BackdoorBeauty said:dat bloom
I would tell you to download the demo, but I think it has been de-listed off the marketplace. Pick it up for cheap if you like, if only to try it out as research. If you enjoy it then great, I'll play it with you also if you would like.Rickenslacker said:I really need to grab a copy of Shadowrun.
I know what I don't want.Tashi0106 said:No one knows what they want.
I was not referring to the original, first releases of those games. That would be a moronic assumption to make. I was specifically referring to how they are now. The hardcore owns those games and the casuals get kicked out when they try to play them. Halo is not and will never be that.Booshka said:When games like Unreal and Quake were made, I doubt they were designed with high level pro play as the main priority.
That just kind of got me thinking. Would a game designed for hardcore players sell better than a gamer designed for casuals? I assume the two factors that determine whether a person buys a game are its advertising (since that's usually their only exposure to the game) and reviews. Would designing a game for hardcore players necessarily reduce a casual player's interest in buying that game?MrBig said:You design a product based around consumer demand. The casuals far outnumber the hardcore in Halo. Then you have games like UT and CS that are built around the hardcore and super competitive play
A27 Tawpgun said:Can you guys not read?
I want the CORE of the game, the basics, to be built for the hardcore in mind. Have those exact settings be available in customs. Then from there, tweak settings/add mechanics that make it more casual.
Everyone wins?
Yeah I figure I'll enjoy it. Just need to actually find a copy somewhere. Might have to order online if my searches prove futile.Booshka said:I would tell you to download the demo, but I think it has been de-listed off the marketplace. Pick it up for cheap if you like, if only to try it out as research. If you enjoy it then great, I'll play it with you also if you would like.
xxjuicesxx said:Ill play Shadowrun with you noobs.
I have an extra copy too if one of you clowns wants to hop on too.
This weekend or something.
Dani said:I can read just fine. First of all, you need to define casual and hardcore. There's no real consensus on what these terms mean. I can state right now that the majority of players actively playing Reach could be labeled as "hardcore" and easily justify it. I doubt you'd agree with my reasoning and you could easily provide an equally valid counter argument and entirely different definition of the term which would be as equally valid as my own definition.
So say we reach a consensus on who these "hardcore" players are, then you need to measure the size of this particular slice of the audience. Considering how many millions each individual Halo game has sold, would this "hardcore" audience make up a single percentage of the overall audience? More or less?
As a developer, you need to be able to justify your decisions. You'd need to make a very strong case to explain why you've decided to spend the majority of the development resources with just one percent or less of the total audience in mind. You'd have to be arrogantly confident that you'll be able to scale your work out to the other ninety nine percent of audience later on down the development timescale.
After defining all of this, you have to then look at the actual gameplay elements. Which areas and elements are "hardcore" or play a significant role in how the hardcore audience interacts with the game. Which settings are hardcore? What gameplay mechanics are hardcore? What about new gameplay ideas - are new gameplay ideas hardcore enough to work on at the beginning of development, because leaving new gameplay ideas to the end of development can't result in a lack of polish?
Designing for the hardcore is a lovely mantra. It's the mantra that various Blizzard employees started to sing about during SDC and it's passing around. It's not some universal golden rule. You can't simply apply to everything and suddenly everything is going to be improved, particularly when it comes to pre-existing franchises that come with player expectations built up over ten years of ongoing evolution.
It's naive to assume one particular section of the audience is the superior one and by catering the entire development of a game around them, the game will end up better for everyone else by default.
The development and exploration of game mechanics and granular gameplay elements should not be developed in isolation from any segment of the audience.
Booshka said:I would tell you to download the demo, but I think it has been de-listed off the marketplace. Pick it up for cheap if you like, if only to try it out as research. If you enjoy it then great, I'll play it with you also if you would like.
Booshka said:Shadowrun's total critical and commercial failure, along with CoD's mindblowing success pretty much guarantees that games won't be designed like I would like them to be. I just wish that the core mechanics of moving and shooting in console FPS games had more depth and complexity available to high level players, casuals probably wouldn't notice either way. So, why not give the talented and dedicated players more tools to exhibit their skills while adding to the overall competitive merit of the game.
I bought it for a dollar when GFW was having it on sale. I played it like once.xxjuicesxx said:Ill play Shadowrun with you noobs.
I have an extra copy too if one of you clowns wants to hop on too.
This weekend or something.
Devolution said:I would like to see this go away in Halo 4:
http://www.bungie.net/Stats/Reach/GameStats.aspx?gameid=796515513&player=I devolution I
His whole team quits, he stays in. We all waste time having no fun what so ever. Give him some sort of compensation by throwing up a white flag but not having the loss count against him (or something).
Farooq said:What if he didn't want to get a quit ban....lol.
neoism said:Reach is the best shooter out NOW and will be for another 12-14 months. Stop bitching for a page or two. :/
neoism said:Reach is the best shooter out NOW and will be for another 12-14 months. Stop bitching for a page or two. :/
Frankie?neoism said:Reach is the best shooter out NOW