Tuesday, September 8, 2015

Load-Out Out-Louder: 1.5

Perhaps I should be speaking in more concrete terms, i.e. the MVP customization numbers.

Two players ( J, K )
Armor choice ( A1, A2, A3 )
Weapon choice ( W1, W2, W3 )
Terrain choice ( T1, T2 )

J( A3, W2, T1 )
K( W1, T1, A2 )

I keep thinking about this video I watched about having to race in track lane eight.



I guess I'm not sure what I'm trying to instill with these mechanics. I suppose the game is to be fair, and round-to-round terrain and load-out customization is emphasized.

Players are constantly changing, trying to get better equipment, or looking for more appropriate equipment, or taking things from one another, or desperation, or boredom.

Let's try to envision the game loop. From CoD and 1v1 fighters, my instinct is that player preferences would come first. You choose your favorite weapon, and then background is an afterthought as it has no bearing on other mechanics. But Wreck-it Ball, I gather, is more artful than just grab your sidearm and ten paces. And the first question of battle is in terrain- where we fight is how we fight. So, in theory, we start with players trading terrain manipulations in one of three biome levels before getting player preferences on armor, weapon, and terrain. Then we have a semi-random distribution of resources and the fight begins.

Should you be able to switch equipment during the fight? I know one comes after.

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