My kid plays CoD on PS3.
I watch out of the corner of my eye. I was amazed at how many similarities there are to RO2- I was saddened.
There is a real opportunity to still make this game into a ground breaker. A commitment to realism both in game and in player features is the foundation, and a creative driver. The old adage "less is more" can be expanded into more and more when focus is on authentic presentation, because authentic presentation leads creative flows to the core of the game, which is depiction of WW2 combat. The possibilities of combat are endless, and thus one is only limited by their imagination when considering what they want to present to a player.
This same idea easily leads one into player awards. Wanna rank up your avatar? No prob, FF penalty is 1000 points. Wanna hero? Great, do something heroic on the battlefield, not log countless hours in game. Less suppression? GET THE HELL OUT OF THERE! Or don't- keep your cool and ride it out.
The point is ironic, and not easy to grasp, but here is one that long-time gamers can definitely relate to: Replayability is the key to a game's longetivity. Replayability comes from the offer of challenge, and diversity of game experience. Puzzles presented to the player that are solved using computer aids don't stay fresh, and never change. Getting Level 99 is great...for a few minutes. Bare bones gaming experience in a deadly environment where the authentic possibilities are endless presents a player with puzzles by the score, each one different from the last.
Less is more. When it is taken advantage of.
I watch out of the corner of my eye. I was amazed at how many similarities there are to RO2- I was saddened.
There is a real opportunity to still make this game into a ground breaker. A commitment to realism both in game and in player features is the foundation, and a creative driver. The old adage "less is more" can be expanded into more and more when focus is on authentic presentation, because authentic presentation leads creative flows to the core of the game, which is depiction of WW2 combat. The possibilities of combat are endless, and thus one is only limited by their imagination when considering what they want to present to a player.
This same idea easily leads one into player awards. Wanna rank up your avatar? No prob, FF penalty is 1000 points. Wanna hero? Great, do something heroic on the battlefield, not log countless hours in game. Less suppression? GET THE HELL OUT OF THERE! Or don't- keep your cool and ride it out.
The point is ironic, and not easy to grasp, but here is one that long-time gamers can definitely relate to: Replayability is the key to a game's longetivity. Replayability comes from the offer of challenge, and diversity of game experience. Puzzles presented to the player that are solved using computer aids don't stay fresh, and never change. Getting Level 99 is great...for a few minutes. Bare bones gaming experience in a deadly environment where the authentic possibilities are endless presents a player with puzzles by the score, each one different from the last.
Less is more. When it is taken advantage of.