Tolkien, on 19 November 2013 - 01:45 AM, said:
Let me tell you a tale of a faraway and forgotten time. The year was 2001, the towers still stood, and people thought George Dubya Bush was a cute if kinda dim wannabe cowboy. Clinton was out and mechwarrior was in! In a game from EA that is>
The name of the game was Multiplayer Battletech 3025 or MPBT3025 for short. In this fantastic beast of a game the developers set their sights on a small and achievable set of goals, so they used only 3025 weapons and only stock loadouts. For those of us that love customization this was just too bad, but it really did help limit the cheese, boating, and nightmarish balance problems that are guaranteed with customization.
The game never made it out of beta, and was axed during the fallout from the ongoing dot com bust, and the 9/11 attacks. In that short time though it accomplished some amazing things... look at the screenshot.
CUT for length
Great post, Tolkien!
I wasn't even aware of that BT3025 title, but yes: That's pretty much what I would've (at least) expected from a 2012/13 take on the subject.
The decision to build this game and its "principle of play" like a (pretty poorly done) FPS really boggles the mind in this day and age. I've been playing a lot of MMOs over the past 20 years, from the old Kesmai-titles (Air Warrior/2/3, Battletech Solaris) to Warbirds, Aces High and WW2Online/Battleground Europe. And a lot of the features I'm wishing for in this game have already been done in those titles in the mid/late 90s.
Persistent arenas, architecture/tools that support huge player-organized events, built-in voice comms, fighting for territory, supply, production facilites instead of just "kill everyone".. limited availability of equipment (either due to a timeline or due to limited supply)... it's all been *done* before and by much, much smaller teams.
The thing is that (IMO), the games I've mentioned were mostly done by what I'd call "enthusiasts". MWO seems to be one of those more modern jobs that are being done by the bean-counters.
"People have short attention spans and are unwilling to learn. So we can't make this game complicated or hard in any way. I know: Let's make it about short, single drops.. give the players instant action and gratification. Then we'll just crank out new maps and Mechs every now and then. Oh, and throw in a lot of eyecandy they can buy for real $$s."
S.
Edited by 1Sascha, 20 November 2013 - 05:36 AM.