Recently there has been some hubbub over Battlefield: Hardline (henceforth referred to as Hardline), with various leaks taking place. At E3 today (this post will go up on Wednesday in theory) we saw a good bit more of it. EA had a big presentation about it, with the news that a closed beta was open now, and people could go register for it. I didn’t bother, partly because I don’t think I have the time to get properly into it, partly because I don’t feel like messing with Origin which I assume it will require, and partly because it just doesn’t look like much.
I joked in a YouTube comment that it was no wonder they closed off modding in Battlefield 3 or 4, if this was the level of content they were planning on supplying. However it does look like a mod, a sentiment shared by the folks at PC Gamer, as seen below:
It is also rather reinforced by this straight gameplay footage, also from PC Gamer:
Other than voice acting, there is one aspect that this doesn’t share with mods: creativity. Mods usually shake up an existing game, rather than simply decorating it. The game appears to be symmetrical, with military grade everything. Really, it looks like Battlefield playing dress up, along with a wooden stock shotgun, taser, and what essentially seems to be one-flag CTF, but the flag is broken into smaller pieces. So with that said, let me put on my armchair designer hat, and take you on a wondrous tour/bulleted improvised list of what I would do with this theme: Continue reading
Call of Duty has quietly changed in a lot of ways since the release of the initial Modern Warfare. Namely, a lot of bad perks have been gutted, repurposed, or cut entirely. Stopping Power is largely gone, Juggernaut is now the much more interesting Ballistics Vest item, Martyrdom, Last Stand, Commando, and 3x Frag Grenades are gone. But one perk remains that holds the game back. Steady Aim.
An innocuous sounding perk, reduced hipfire spread, Steady Aim is a thorn in the side of Call of Duty’s primary gameplay loop. In Call of Duty the primary concerns of the player are shooting and not being shot. To liven up this dynamic, the game has the ability to aim down the sights of your weapon. Doing so greatly improves the accuracy of the weapon, at the cost of a slightly more narrow FOV, and reduced movement – sometimes drastically reduced. It always takes a moment to aim down sights, but the resulting accuracy is vastly superior to what you experience firing from the hip. Continue reading
It can be argued that the experience of a first person shooter is actually the act of being a sentient roaming gun. Though some 2nd Amendment debates would hold this is the case in reality, it could be more reasonably articulated that it is in many ways the case in games. On a technical level, often the player is just a bounding box with a weapon visible, perhaps some hands, and in multiplayer they are displayed as a character to other bounding boxes with a weapon visible. Metaphysically speaking, now that sounds fancy, the primary input with the game world in an FPS is simply shooting (particularly in the Quake franchise which centers its logic systems around damage or proximity) so obviously the gun at hand is a primary source of expression.
This however is greatly impacted by the inventory and spawning system of the game. In the Quake and Unreal franchises you spawn with a certain supply of weapons, and you find others in the environment. The weapons are expressions of discovery, what you have found, they represent exploration and knowledge. These weapons are also usually fairly distinct, sure they can be broken down by simply hitscan or projectiles, but no one is going to argue that Quake Live’s (and thus Quake 3’s) Plasma Gun and Rocket Launcher are particularly similar weapons. The weapons are intentionally as distinct as their location in a level and are designed to occupy a large range of design space within the scope of the mechanics. Continue reading