[QUOTE=INF3RN0;460074]This is what I was saying pretty much, however it seems like SD can’t entirely decide what it wants it to come across as. I fear the “Brink outcome” where SD tries to make everyone happy, which ultimately leads to illogical game play simply because people playing games tend to have very impulsive mindsets. Many players here want a reproduction of their game though, which won’t work out well either. Past games were indeed good, but SD won’t make any money if they simply keep making games for their existing fans and the games won’t grow. This is why I am strongly supporting SD’s attempts at innovation that will hopefully change the entire dynamic of the overall game. Shooting mechanics, movement, class mechanics, etc can be completely new or even similar to other things- the only requirement is that they meet the challenging standards of the past and make sense in terms of how the game works. “Old school games” defined most of the genres we now have in FPS, but surely that wasn’t the stopping point. It just doesn’t help when a huge amount of the forum content isn’t focused on being constructive or helping take experimental ideas to acceptable places. A ton of the stuff SD has done differently in DB has had incredibly terrible starts, but realistically that is to be expected. Why waste time pointing out the obvious when instead we can try to help them out before considering recycling previous mechanics as the only solution.
So what I’ve thought about is how do you make a game that can attract players from other FPS titles? Simply throwing in copied mechanics doesn’t work because then you just have people recognizing it as a wonky remake of a different game and focusing all their feedback on how to make it more similar to the original. Completely remaking a previous title will only revive the community it already had before and trying to compete with an existing title won’t work either. If instead you have something that feels and plays really different, but delivers the same quality of content and complexity of game play- well I see that as being the best way to generate natural growth and attention without things like huge tournaments, constant publicity, or attempts at stealing fan bases.[/QUOTE]
Inferno, I believe everyone would love to see something original and something that stands apart from the current gen of FPS games. This whole thread is lost, but I just wanted to ask, what are we talking about here?
I see that you’re touting innovation over copied mechanics. But, this thread is all about the fact that Dirty Bomb has limited the movement of players, thus going backwards in progress instead of forwards. If we increased the base jump height, would that be considered a copied mechanic? Unlimited chaining of jumps…would that be considered a copied mechanic? These are limitations that DB have imposed on the player and thus severely limiting the movement and gameplay flow. If this is innovation, somebody better tell Ford to bring back the Model T.
I’m not here to argue against you, the forum gods know we’ve done that in the past, and a lot of the times we agree on the subject (even though I feel like you play devil’s advocate quite often – considering our past conversations would show that you wanted strafe jumping in this game). I am just here to set the facts straight that Dirty Bomb isn’t being innovative by limiting the abilities of the player; specifically, in their movement.
The game being fun and having other great attributes (to monetize) is of course a necessity to having a successful game and having a successful F2P business model. What we’re talking about, and you have written about it the past, are the core mechanics of the game. If jump height was increased 10% it’d change the flow of maps TREMENDOUSLY. Thus, the maps being made now would need makeovers for a lot of areas since I’m sure a lot of unintentional passages would be created. I’ve only been trying to get SD to increase jump height early so that they aren’t trying to go back and fix things later if they ever do decide to implement it. I mean…what is the opportunity cost for increasing jump height for a week worth of patching? I’m sure the animation can be stretched, even if it would be slightly buggy (like when crouch jumping was introduced). I just see it as a mistake to play the “wait and see” game.
While, I agree that Dirty Bomb should be its own game and I never spout that any other game did it better, I think there’s a time when you do look at other games and think what makes them fun for you and what simple additions would help the gameplay and flow of Dirty Bomb. For myself, simply being able to jump a bit higher and reload while sprinting would changes things dramatically. I can not shake the urge to reload while sprinting away and I often die because of this. If I was the type of player that had no clue, then sure, you could bash me all you want for that urge, but I think I have a bit of a clue of what’s going on in-game. These are simple additions that will change how Dirty Bomb’s gameplay flows and plays and would make a huge impact on the maps and combat for many player classes.