How to make Extraction more appealing


(stealth6) #141

[QUOTE=attack;486567]i still ask myself why etxreal was a fail.
there was so much potential!

Biggest problem with all of these projects is they have to recreate all of the assets.


(Dragonji) #142

The biggest problem is deficiency of human resources I think. Who would like to work for free nowadays :slight_smile:


(INF3RN0) #143

There’s a lot of thinking that remakes bring in new players, but I don’t think that’s the case- even with big titles. It’s perfectly normal to have nostalgia for games you enjoyed, but all that will come of it is primarily recycling an existing player base until it withers away completely. The games that get away with it aren’t looking to expand after all.

I personally believe that more often than not functionality is overshadowed by blind nostalgia, which leaves no room for satisfaction or compromise. CoD for example is a functional game. You don’t have to like it, but it is functional none the less and that needs to be acknowledged across the board. At a certain point our feedback becomes less and less about furthering the development of xT and instead nonsensical spamming of this>that=this<that. Lot’s of claiming that the players know better, even though we conveniently band together while temporarily ignoring of our varying opinions of the best formula. It’s hard to do anything productive with dismissal of everything outside of personal interest.

That said… I think what the game needs to be successful is simple enough. Players need to find gratification in performance (just the way of the world), and that should come primarily from matchmaking and not shallow game mechanics. The game should be easy to jump into and understand, however there should be substantial opportunity to widen the skill performance gap through extensive practice. And lastly, the game content and mechanics need to offer creative variety and player involvement and an overall long term appeal (avoid repetition and artificial mechanics). In the end the most important thing is functionality, and I wouldn’t expect a lot of fully player induced ideas making it into the game under the mentality that there’s one best formula to it all. In the hope that the game actually turns out to be functional, the only people it won’t attract are the ones that already can’t enjoy any other game than their select favorite or (worse imo) when their current skills don’t immediately translate.


(prophett) #144

I found my new fix - SF2!


(.FROST.) #145

Well, I guess I/we understand what you are saying, but I’m very sure, that the vast majority of people here don’t actually expect, that SD adopts fully fleshed out ideas from us. As far as I perceive it, there are the random ideas, wich nobody really consideres more than just that; our products of occassional brainstorming. Then there are the -“I loved this and that, in ET/ET:QW and Brink, why didn’t you guys kept that” threads- and most of the time it’s the same 5-10 things that people are missing from those games. And last, but not least, there is also this, “there’s something lacking in this game, but I can’t exactly point out what it is”.

I don’t think that many people here are disapointed over the fact, that SD isn’t picking up every single idea they get thrown at in the forums, but they can’t understand why even the few main complaints, wich come up in every second thread, are getting constantly ignored.

My biggest personal complaint is; the game doesn’t really feature something, that I find very exiting; something that keeps me playing it over and over again. Now you could say, that is my personal problem and that I can’t tell a great game when it hits me in the face with a sledgehammer, and maybe that’s true, but I think it’s important for SD, to see how popular the game is at any given time. I don’t see the point in telling them, that we love the game, when in truth many of us stopped playing it at all. Writing in this forum doesn’t cost anyone anything and more information is allways better than less information. And I think SD is experienced enough to “extract” the important stuff, from the flood of maybe not so important personal opinions.

Again, I can’t exactly tell what it would need for me to play the game again. I mean I don’t need giagantic rewards ingame, like in COD, or Homefront, or whatnot, but I at least want the basics to be “functional” and satisfying. But everything around the weapons and the character movement is still broken. Not nearly as bad as when I played the game for the first time, but still not satisfying enough to make the matches an enjoyable and addictive experience for me.
Everything is still floating and the delay from the mouse-inputs are still annoying as hell. And the weapons do not only not sound very juicy, their sounds are also a poor indicator as to what their bullets actually do on target(at least that was still the case the last time I’ve played XT).


(Anti) #146

[QUOTE=INF3RN0;486645]
That said… I think what the game needs to be successful is simple enough. Players need to find gratification in performance (just the way of the world), and that should come primarily from matchmaking and not shallow game mechanics. The game should be easy to jump into and understand, however there should be substantial opportunity to widen the skill performance gap through extensive practice. And lastly, the game content and mechanics need to offer creative variety and player involvement and an overall long term appeal (avoid repetition and artificial mechanics). In the end the most important thing is functionality, and I wouldn’t expect a lot of fully player induced ideas making it into the game under the mentality that there’s one best formula to it all. In the hope that the game actually turns out to be functional, the only people it won’t attract are the ones that already can’t enjoy any other game than their select favorite or (worse imo) when their current skills don’t immediately translate.[/QUOTE]

If you’re interested in this sort of stuff there is a really good design book called ‘Glued to Games’ that looks at the core needs of any gamer. In short it boils down to three main needs (in very short-form):

[ul]
[li]Mastery - Players want to be able to develop their skills to the point of mastering the game
[/li][li]Autonomy - Players want to be able to exercise choice in everything they do, to determine how they play the game
[/li][li]Relatedness - Players need to feel important to ‘others’ (this is a bit more complex as it can relate to being connected to the community in a game like XT, or within the world of an SP game)
[/li][/ul]

When it comes down to it most of the feedback you folks give us about the game ultimately applies to one of these needs. For example linear maps give very little need for mastery, there isn’t a long skill/tactical curve to learning them, nor do they support autonomy as you have very little choice of how to approach the map when you play it.

Things like usability, accessibility, rewarding players, what features we add, these all have other important elements to them as well and are things we need to consider, but they fundamentally connect with these needs.

Usually if a feature or element of the game isn’t ticking these boxes then we realize it isn’t good enough, it’s just a matter of time, resources and tech as to if and more often when we can fix it.

Of course how far we feel we have to go meeting each of these needs, with each feature, is very much a matter of opinion. Which is where most of the arguing starts :smiley:


(DarkangelUK) #147

[QUOTE=Anti;486658]

[ul]
[li]Mastery - Players want to be able to develop their skills to the point of mastering the game[/li][/ul][/quote]
coughMovementcough

Of course how far we feel we have to go meeting each of these needs, with each feature, is very much a matter of opinion. Which is where most of the arguing starts :smiley:

Any further will do at this point :tongue:


(tokamak) #148

Anti have you tried Smite?


(Anti) #149

Yes, but lets not turn the forum into a chat room :slight_smile:


(tokamak) #150

No worries, not inviting you for a match. Just love to hear your thought on that as far as that M.A.R goes.


(spookify) #151

If you like it I might like it!


(rookie1) #152

this could sound what I hope for (under the special thing missing in XT)if I understand you welll


(rookie1) #153

I’m now wondering if SD should go for an ET 2 out of XT and just drop all new stuffs .:rolleyes:
As its doesnt have the stuff to punch in today games because the restrictions they done when first build the game ( London,no vehicules ,time lime.small maps ,low max of numbers on server at once ect…)