Thought about posting this in the off topic section but I find some of the points John Gibson makes could be more freely discussed here. In the article they compare RO2 and CoD but I think there is a parallel discussion for DB and RTCW/ET/ETQW. I kind of expect there will be a lot of SD dev +1s.
http://www.pcgamer.com/2013/03/13/call-of-duty-red-orchestra-2-interview/2/
What did they [gamers] complain about?
Gibson: It’s the gameplay mechanics that they become used to. The way that players instantly accelerate when they move, they don’t build up speed. “The weapons really don’t have a lot of power” [in RO2]. They’re all very weak. The way they handle… They’re like: “I hate Red Orchestra, I can’t play it.” Well, why? “Because the guy doesn’t move like he does in Call of Duty. Call of Duty has great movement.” Why is it great? “Because it just is, I just like the way it works.” So you don’t like the momentum system in Red Orchestra? “Yeah, it sucks, it’s clunky, it’s terrible.” Well, why? “It’s just because I’m used to this.”
That sounds familiar…
And really, watching some of these guys play… one of the things that Call of Duty does, and it’s smart business, to a degree, is they compress the skill gap. And the way you compress the skill gap as a designer is you add a whole bunch of randomness. A whole bunch of weaponry that doesn’t require any skill to get kills. Random spawns, massive cone fire on your weapons. Lots of devices that can get kills with zero skill at all, and you know, it’s kind of smart to compress your skill gap to a degree. You don’t want the elite players to destroy the new players so bad that new players can never get into the game and enjoy it. I’m looking at you, Dota.
I have honestly been wondering about this with DB. Can a reasonable number of gamers adapt to DB’s objective modes and shooting mechanics? Do they have the patience for spawn timers and no squad spawns? How can SD highlight the nuances of DB to new players so they don’t just play the game for 5 minutes and uninstall? In short explain the facets of the game before the frustration sets in so new players know why they died and think “I know what I did wrong and I know what to improve in my play.”
