3 ms·
I believe most like playing intelligently. The goal of the level design shouldn’t be to make the intelligent move less rewarding, but to make the boring move le
by b_tterc_p 7y ago
I believe most like playing intelligently. The goal of the level design shouldn’t be to make the intelligent move less rewarding, but to make the boring move less intelligent. So I kind of disagree with the offered solutions. A more modern set of solutions might be threats pursuing from the rear that make backtracking riskier than pushing forward, mobility or offensive options that favor aggressive moves over defensive moves, or (and perhaps I may only dream) non Euclidean level design such that moving backwards is actually a different area.
Situational awareness in competitive FPS is very impressive. I want to know what it looks like in non Euclidean space where assumptions about positioning get an order of magnitude more difficult.
- kemayo 7y ago> offensive options that favor aggressive moves over defensive moves Doom (2016) did this fairly well. It had a "glory kill" system, where getting very close to an enemy after doing a bit of damage to it would let you finish it off, and guarantee that it'd drop health for you. It also had a special melee weapon which would guarantee ammo drops when used. Then it also had mostly non-hitscan attacks by enemies, so you could dodge most attacks. This all combined to make a legitimately sensible strategy when low on health and ammo be running in a zig-zag at enemies, and effectively punished you for hanging back and trying to hide behind static cover.
- teddyh 7y agoCut scenes are boring in non-story-driven games. So when a game has what amounts to very repetitive cut scenes, which you yourself are forced to trigger if you want to get any health, it gets boring and annoying very fast. Add the fact that time passes during these non-interactive cut scenes, and other monsters can gang up on you while the cut scene plays, and you have a very distasteful recipe. It was definitely a large factor in why I never played much of Doom 2016.