![]() ![]() Take that out of your design, but don't add in enough alternative features- it might suck. "People need to realize that if KOS was removed, DayZ would suck ass." Just look at how many feel about FFA PvP games like day z. Taking out FFA full loot PvP may be a requirement to fulfill that market and make a successful game. That is why I encourage a design which focuses heavily on what people seem to want in survival games. There is already a Day Z, so your game won't be able to compete if it is similar. It is a poorly designed game whose success relies on its popularity. ![]() I strongly discourage anything similar to Day Z. Taking a look at their unique mechanics relative to survival gameplay. However, if you haven't played these survival games yet, please do: Don't Starve, NEO Scavenger, 7DaysToDie, Minecraft. I didn't have the time to ,make that list. ![]() In the end you might have a design which brings people together to cooperate with new companions while declaring enemies with other groups who cooperated as well, culminating in team fights or betrayals or colony raids- or all sorts of fun shenanigans which transcend "ffa full loot kill everyone lame clone deathmatch game."Ĭlick to expand.So if you hold them up, I assume that means demanding they trade (give) you items? Make sure they can't hold them up, then after kill them. Pf cpurse then you have to ask, "Do I still need to allow them to kill one another? What does that add to the game? What does it take away?" If they have common need, which is lost if enemy or dead, then that encourages them to NOT needlessly deathmatch, even if allowed. "Does this draw players together or not?" You can create a design which attempts to make players NEED each other. Perhaps a good design for a multiplayer survival game needs to have a requirement for all design components. Although youre on the right track- removing automatics is one way, but not enough by itself. (I will add a comprehensive list to start giving you ideas). ![]() However, it is your game so instead let me show you the survival games that stray from deathmatch and toward survival. I could give some ideas to help move it to survival and less deathmatch. Part of what makes fps survival games deathmatch are too many guns, too powerful guns (automatic, tons of ammo, lack of realistic recoil like red orchestra), multiplayer, pvp, and ffa mode (as opposed to coop or team based). They are deathmatch timesinks for kids with too much freetime on their hands. Survival games are my favorite type of game, favorite theme. Id be more interrested if it was either singleplayer survival or void of pvp (and you competed in other ways, such as through limited supplies or competition for needs). ![]()
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