[QUOTE=.Chris.;357849]Yet they managed to make ET and ET:QW…
One bad apple out of 3 isn’t exactly the be all and end all of SD.[/QUOTE]
I meant to mention this earlier, as a lot of people seem to be holding up SD’s past achievements as something they should have aspired to with Brink, but let’s add a bit of realism here …
In making ET SD took RTCW, added some stuff that made it worse, and made 6 maps, 5 of which were instantly consigned to the trash can by the comp community. If it were not for ETPro (and later game altering mods) I doubt anyone here apart from a few oldies like me would even remember the game had ever existed.
With ET:QW SD took what they did wrong with ET and expanded upon it, taking the game down a road most of the ET playerbase were no longer travelling (which is partly the reason way more people are still playing ET compared to ET:QW).
I don’t mean this in a derogatory sense, but simply to add some realism to the debate. SD have yet to make a successful PC game all by themselves, so complimenting them on past glories as a pre-cursor to criticising Brink is to give credit where credit is not due. Of all the “good stuff” that most of us would’ve liked to have seen in Brink SD were responsible for pretty much none of it (ET:QW server browser being the exception).
Brink was their chance to show they actually could make a good objective team game that appealed to the masses. No-one in their right mind could claim they succeeded. 99% of the game’s initial playerbase deserting in less than 2 months tells a story that can’t be misunderstood.
But … the situation is, amazingly, recoverable IMO.
Brink is a “nearly” game.
The movement is nearly there, but we need an optional separate sprint key to allow those of us annoyed by the game controlling our movement to not allow it to do so.
The player interaction is nearly there (droppable syringes are a very “good thing” IMO) but we need separate keys for separate actions.
The gun play is nearly there (it’s low damage, which is good for this type of game and it’s major audience) but the spread is killing the enjoyment and replayability for many people. Just reduce the spread and balance the guns using the many other attributes at your disposal (recoil, damage, falloff etc.)
The maps are nearly there, but spoilt by the defense bias. Increase the defense spawn time, maybe move defenders spawn areas on a few maps (like CC) so as to adhere to the spawn rule that’s stood ET in good stead.
It’s not like Brink is complete and utter trash. It’s actually very enjoyable to play, for a while. It actually does look fairly good if you have a rig capable of running it with all the goodies turned on. There really is a playerbase out there just dying to get their hands on a new objective game.
If you can “make it so” SD I suspect a great many people will soon forgive you for not having made it so in the first place. Gamers are a fickle bunch, they’ll fall in love with you as quickly as out, if you give them the chance. 