samedi 31 mai 2014

To address the polar conflicts

Lately the forums have been lighting up with debates about how KF2 should be, although it's becoming more and more binary in nature. Most of the discussions are black and white, up and down, etc.



Some of us want to run around in chicken suits, some of us yearn for a golden age when games were genuinely horrific. One chap wants to blow everything up with an M32 while another fellow wants his entire team kite as zerks.



These are all fine but going with one option will ultimately alienate fans of the other. So what's TWI supposed to do?



Well, I don't have the "be and end all of it" answer, but why not start with this:



Why don't we empower the server browser with more filters? I have two scenarios that I imagine this could be of some use to appease all parties.



[1] Let's imagine that TWI goes ahead and creates amazing content that are both gritty and horrific as well comical and over the top (just like they did with KF1...so we already know it's possible). For those who have a severe aversion to the latter, they could simply check off a "no eccentricity" filter (or whatever you wish to call it) to ignore servers that:



-host seasonal and "out of the norm' maps

-disables use of "joke" characters

-deploys only realistic weaponry




Players will ultimately find themselves inclined to align with what resonates most with them. You'll have the ones who want to enjoy the sheer grittiness and tense atmosphere, you'll have the people who have a blast parading around in chicken suits AND you'll have people who are indifferent and enjoy both.



[2] One person can hate a perk while another adores it. That's fine, but no one likes to be barked at with "play as this perk or get kicked." In other words, no person should be forced to play in a style they don't wish to use.



"But" you may ask, "I'm trying to play seriously with my team and this guy's being a liability with his class." So why don't we get to the root and allow servers to dictate which perks can be disabled from the get go?



Imagine (since I'm too lazy to photoshop a concept pic) in the server browser you click on a server and in the info box (along with typical server information) you see a small "perk wheel". You would see all 10 icons of the perks in the game (in a circle, hence the "wheel") and if they're all lit, that means all perks are go. If a perk icon is dim, that means it's disabled.



Through this, you could figure out what type of game you're looking at. If you see only the Berserker icon lit, the players will likely want to kite for the map. If you see everything lit but the Demolition perk icon, then one can assume that the players don't want to deal with the visual obstruction of smoke from grenade launchers.



Therefore, people who want to carry out a certain style of gameplay won't witness any surprises they don't care for. Or better yet, anyone who hates a certain class altogether can always keep it disabled. And if they do, that will be perfectly fine because all camps (including the one that's fine with all perks being active) are still being accommodated thanks to the filters.



In the end, something like this should help alleviate some of the gravity with the design choices that'll go into KF2 as TWI can choose to go with "both" instead of placing all their eggs in one basket.



But if this is fully implemented and anyone says "NO, F*CK THE CHICKEN SUITS, F*CK THEM FOREVER, I DON'T WANT THEM IN MY CODEZ" then that's just being selfish.



Thank you for taking the time to read this.





P.S. Friendly fire should also be integrated as a filter. I personally will never play on or host a server with FF enabled...but that doesn't mean other people wouldn't.




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