Im curious how the complexity of gameplay is going to be adressed in purge.
What I mean by that is will you be focusing on easy to use, newbie friendly options. Something you get used to quite fast.
Or a complex option filled mind bender, where the possibiliteis of strategy are near endless *exaggeration* but the learning curve is higher and it's quite unpopular with people with short attention spans and sub-par intellegence.
Unfortunately, I assume your option would be 1, or somewhere in the middle between them.
I personally would love option 2, but I am a hardcore gamer and I understand gaming companies need to make money, so focusing their demographics to a greater range of people proabobly ensures greater sucess in the gaming industry. *although im not in the biz so I can't be sure*
Im a little nervous you would focus too much on the first option for marketing purposes. I came up with this prediction because you said you thought FvF was cluttered and messy, when I think the sheer options made it one of my longest played games of all time.
So if you could answer what the learning curve + complexity + depth of the game is generally projected to be It would be greatly apreciated.
P.S
What you forum people think? You like difficult, complex, longer learning curve games with great longevity. or easy, simple, fun games.
i prefer the more complex games. maybe it just cause i have no life but i cant stand a game that i can easily kick butt on in 2 days. I enjoyed CS because it actually took me about 3 weeks (and many cans of pop) to master the game fairly well and be able to at least double my kill to death ratio every game
I think the game should be made to be simple for newbies.
But I also think there should be mod-capability, so there could be more complex game systems (An "old FvF" mod even?)
Short post, but to the point =P
Edit:
Sidenote: I'm actually designing such a mod right now, out of boredom =P That doesn't mean anything though, I have 3%-90% complete designs for every game since Tribes. This particular one is to give me things I can model.
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[This message has been edited by Asthane (edited April 10, 2002).]
Would you say the difficulty is to a fresh start on Tribes 2? Cause I've got it down pretty well.. and it only took me a few days. Yeah I still suck in some aspects, but overall I'm pretty good. I may just catch on quicker.......which is always a good thing
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--GakFace--
"Thinking The Worst Shall Only Bring The Worst" Of course, those of you in the BMD have no other choice...
I actually like the Counter-Strike way. I mean to make Purge like CS, obviously Purge is not even remotely a CS-clone. HAHA! (Unless they start adding Mage and Plasma Rifles to CS. ) But CS is simple to learn, simple in options, but as Tycho would say, "has alot of depth". That's our goal in Purge.
Purge is complex enough with RPG the stuff. If we made a super-simplified Purge without the RPG stuff in Purge you couldn't make a custom class, and it wouldn't be Purge anymore. My original RPG core mechanics designs were horribly complex. I am very happy how they've evolved into merely 7 attributes with 8 classes and that's all. It covers almost every architype of playing style. You can make everything from "engineers" to "snipers" to "trappers" depending on how you distribute your attributes.
Usually I think my argument of simplicity falls on deaf ears on this forum. I think everyone wants more. But compare Counter-Strike to FireArms. FireArms has 4x more realistic weapons and lots of customizable options. It doesn't necessarily make it more fun. Halo has merely 10 weapons and 10 different enemies, and it is super popular. So complexity isn't necessarly better. More complexity is just that: more complicated.
(Yeah I always spell "alot" as one word. As far as I'm concerned, that is the correct way to spell it. Otherwise would it be "a lot" which is like saying a physical place where you build a building or park a car... um... man this monitor is rotting my brain.)
Not being the best online FPS-er, I'd have to go with simple, so long as it didn't get in the way of it's purgeness
Ideally, I'd like something like Soul Calibur for the Dreamcast. I know, I know, it's a totally different type of game, but here's what I'm driving at: Anybody can pick it up, and within a few minutes figure out what all the buttons do, how to grab, block, etc, and can have fun and do pretty good. But if you want to put in the time, you can spend weeks learning all the little nuances of each character, how to use them efficiently, how to exploit their strengths, and others' weaknesses. Minutes to learn, months to master. That's what I'd like to see. As long as each class / stat set plays very differently, I don't think that'll be a problem.
------------------ kourt Jester
If it pi$$ed you off, I was kidding.
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