Here’s a VERY quick little diddy I did for a fun work challenge. I actually had a plan for a breakdance fighting game recently. The cat’s out of the bag though. Hopefully someone will find the idea and run with it!
Now to more pressing matters… Team fortress 2. Now I’ve talked about how great the game LOOKS. I mean the amount of talent they have art-side is befuddling. Seriously… I’m flummoxed at the thought, but in addition to art, the game design gets some crazy props.
What we know: This game is immensely fun. There’s nothing more fun than joining a team who knows how to work together and dominate the opposing team. It’s fun playing a game that when you choose another character class it’s almost like playing a completely different game. Getting used to maps is great too. Knowing where to go, where to hide, what to defend. Being the one to secure the enemy intel or being the last one up to a control point ending the round is such a great feeling.
But…
How did Valve trick me into feeling rewarded when I’m losing? I think games should always be more rewarding than anything else. That can mean different things for different games, but the general idea is to keep the player WANTING to play. That takes thought and planning. I can’t BEGIN to imagine the thought that went into the ass-backwards way of making the player feel rewarded when he’s getting dominated. Somehow Valve has hypnotized me because I can’t help but smile when a good sniper picks me off when I least expect it or when I roll around a corner guarded by a well placed turret or even seeing my body parts fly when I under-estimate a soldier’s rocket launcher range. It’s crazy, but it’s true and I’m still trying to get my head around it.
The game is so much fun. If you haven’t played it yet, you should. This coming from a guy who HATES first person shooters. Not because they’re all bad, but because I’m so bad at them. Play it. Hopefully Valve has more in store for us.
-D








