erislover
01-15-2008, 06:27 AM
Hi everyone. First post here. This isn't an intro thread but I want to state here that I've not lately been a strong gamer, and pretty much never a PC gamer--apart from CivII/III and Dune 2000/Emperor I don't touch the stuff. So I'd never head of TFC, for example. Please bear that in mind.
Personally, I've always enjoyed games which encourage teamwork, or at least political wranglings. Chess 4, the Jyhad (later, Vampire: TES) card game, RTS with friends, co-op Halo, Mario Party, and so on. I like the competition without the need for domination. So when I got my hands on TF2 through the Orange Box, I thought I'd finally found a game made by people who knew exactly what I was so tired of in FPS deathmatching.
As we probably all know, TF2 pushes players to cooperate by having specialized classes with limited--should I say focused?--capabilities. I love it. The depth of this system is really amazing me.
But I've also been extremely excited about the model TRS has come up with for this game in a genre that I've been in love with ever since I first saw the original NotLD. As we probably all know, L4D pushes players to cooperate by overwhelming them unpredictably from all sides, making Charlie Bronson types unable to win the game on their own merits. I'm extremely excited about the synthesis of this idea with the new Director managing the experience.
The question I would like to ask you all is: which model do you think is better, overall, or would some kind of synthesis be even better? If some kind of synthesis would be better, what form would it take?
For the record, I'm kind of undecided, but leaning towards TF2 at the moment. I know I will be playing TF2 for a long time to come, but will L4D simply devolve to another shooter after a few months? This is my concern, as I've not seen enough evidence to suggest that the strategizing behind the Boss Infected will generate enough "user-created content," so to speak. I mean, co-op Halo was really fun, I'd imagine randomizing some battles in co-op Halo would add some replayability, and I'd imagine an orchestrated director guiding the battles would add some improvements on that, but will player-controlled Boss Infected strategies be enough to carry the game?
Personally, I've always enjoyed games which encourage teamwork, or at least political wranglings. Chess 4, the Jyhad (later, Vampire: TES) card game, RTS with friends, co-op Halo, Mario Party, and so on. I like the competition without the need for domination. So when I got my hands on TF2 through the Orange Box, I thought I'd finally found a game made by people who knew exactly what I was so tired of in FPS deathmatching.
As we probably all know, TF2 pushes players to cooperate by having specialized classes with limited--should I say focused?--capabilities. I love it. The depth of this system is really amazing me.
But I've also been extremely excited about the model TRS has come up with for this game in a genre that I've been in love with ever since I first saw the original NotLD. As we probably all know, L4D pushes players to cooperate by overwhelming them unpredictably from all sides, making Charlie Bronson types unable to win the game on their own merits. I'm extremely excited about the synthesis of this idea with the new Director managing the experience.
The question I would like to ask you all is: which model do you think is better, overall, or would some kind of synthesis be even better? If some kind of synthesis would be better, what form would it take?
For the record, I'm kind of undecided, but leaning towards TF2 at the moment. I know I will be playing TF2 for a long time to come, but will L4D simply devolve to another shooter after a few months? This is my concern, as I've not seen enough evidence to suggest that the strategizing behind the Boss Infected will generate enough "user-created content," so to speak. I mean, co-op Halo was really fun, I'd imagine randomizing some battles in co-op Halo would add some replayability, and I'd imagine an orchestrated director guiding the battles would add some improvements on that, but will player-controlled Boss Infected strategies be enough to carry the game?