Locki, thx for sharing your ideas about making a new multiplayer PC shooter.
It is smart to acknowledge ones mistakes to learn from them.
Congratulations on being able to develop and publish your very own game. To use a cricket metaphor, you are still “not out”. Given this risk, it is astonishing that you still trust your instincts and follow your ideas on how a great PC multiplayer team-based shooter should be developed. You got guts and I thank you guys for your efforts to explore and test the Dirty Bomb core philosophy and mechanics, although there must be, as said, a lot of risks involved.
For me as a player, I am sure that challenge will always be there (i.e. to stay alive and to help your team win) but will Dirty Bomb always reward skills and tactics rather than something else? This is a key matter, as you stated yourself: “players should always understand why they won or lost” or, if I may add, why they lost a duel. In BRINK I was never certain if I lost because some other guys had managed to equip a better weapons because he or she was able to decipher the weapon select menu. I guess this is why asynchronous game mechanics (different characters and weapons depending on what team you are on) is not present in Dirty Bomb. I like it when games are easy to understand and when it is obvious what weapons are available to me and the enemy. It becomes a fair game, which, in turn, makes it more fun to play. Fun game = a sustainable community.
Thank you for opening up the pre-alpha. I cannot comprehend that you dared to let us in, in the pre-alpha. It is not even an alpha yet. Once again, it shows guts and a strong belief in doing the unorthodox things necessary to polish and perfect Dirty Bomb.
One of the best things you said was this often-quoted section : “The idea is that money will never buy a gameplay advantage in Dirty Bomb, and there will be no Pay-to-Win mechanics. We’ll ensure core classes, maps, and clan support will always be well-balanced, and free.” This is extremely important. In the future, when the game is gold and released in full to the public, I never want to feel that I lost a duel because someone had a weapon (or some other thing) that they obtain outside the game. You see, for me, being able to pay for things that can be used is per definition something outside the boundaries of the game. You understand what I mean?
You said that Dirty Bomb is “not a traditional free-to-play/pay-to-win game”. I am afraid you lsot me there. What is a traditional free-to-play/pay-to-win game? Do they enable players to buy gameplay advantages and/or do they have Pay-to-Win mechanics? Sorry for being such a noob, but I just have to ask these things. Why would anyone want to play such games? Simply because their friends play it? (And the friends have bought cool paraphernalia?) If this is the trend in modern game, and you are going against it, my hat is off to you, team Bromley. You step forward and deliver fours and sixes.
“players may be able to buy additional new characters”. You got to have a female medic. There will be so many players wanting that. It may be perceived as a gender stereotype, but I just feel that this game will be a killer, with tons of positive appraisal, and, consequently, lots and lots of players. What I am trying to say here is that there will be many players around the globe that want to be able to play as a female medic.
Loffy, currently on a conference in Sydney, Australia, hence all the cricket talk