ice trey, on 05 December 2011 - 10:36 PM, said:
Still, I would think that when playing a game based on a franchise, it should stay true to the franchise. Star Wars should play like Star Wars, Star Trek like Star Trek, Dawn of War or Space Marine like 40K... Otherwise, it cheapens the feel of the game and feels like nothing more than a money-grab with an established franchise.
Sorry for snipping this much, but I already clogged this thread, and this post has grown to be quite huge. The bolded line is where we agree, but our conclusions are different. I wouldn't say they should "play like them", more "
feel like them". Star Wars and Star Trek are movies, so the games based on them don't "play" like them. It would mean that you pay and then watch. Warhammer 40K, however, is a game, one that I happen to be quite familiar with.
What rules DoW happens to have in common with WH40k? The answer: "barely any". No point values, totally revamped, wargear, absence of some wargear, no morale checks on firing, no breaking squad coherency, no instant death, no tank shock, no routing the fleeing squad, no threat of death while using psychic powers, no infiltration as we know it, no scouts as we know it, no assigning kills by the controlling player, no even point values, no points upon unit kills, no armor saves and armor penetration... the list goes on and on and on.
Space Marine? There's a guy ripping smaller guys to shreds. That's the extent of "rules".
Now, did those games fail in representing the universe by their total lack of adherence to the rules? The answer in my, and most reviewers' opinion is a resounding "NO". Is that a cheap money grab? No, they are excellent games standing on their own merits gameplay-wise. And that's because they respected the source material. Not the inner workings, not the dice, wargear or armor saves, but the story, the feel, the future where there's only war, instantly recognizable as WH40k. People don't usually go "you can take a Rhino as a non-dedicated transport, blashphemy!" or "I cannot recreate my all-melee orcs, this isn't
canon!". Those games capture the feel of books, of artwork, of stories. They represent the universe splendidly. For all the rules of the TT, look no further than... the TT. It's not it - it
is indubitably Warhammer 40K, but it's not TT.
That's what I'm expecting from a Battletech game. Not giant robots. Mechs that fight for the Houses, Mercenaries or the Clans, that look like mechs, move like mechs and sound like mechs. I don't expect there to always be critical slots and critical hits, and a random critical hit table because the tabletop has them. I expect there to be PPC's that are stronger than medium lasers. I expect the developers to make a working game out of the excellent source material, to give the player options without jeopardizing the immersion. DoW doesn't play like WH40K and it's
fine, because even WH40K's rules themselves change from edition to edition, while the universe remains stable. That's what makes it the game that it is, not how easy or hard it is for a lascannon to knock out a vehicle in the current iteration.
Which brings me to my other point...
ice trey, on 05 December 2011 - 10:36 PM, said:
As for the statement of "Feelgood Elitism", that's getting to be a real below-the-belt comment. This is not about elitism, this is about synergy. It seems a waste to have a computer game based on a tabletop game franchise, but is for the most part unrecognizable from said tabletop game franchise. I agree that there has to be exceptional care put into the game to make it playable, as well as appealing to fans of both multiplayer and single player, but that does not by any means that they should abandon everything that's been established up until now - especially when much of the established canon hinges on said tabletop rules. Battletech is what makes Mechwarrior "Mechwarrior"; stop paying attention to Battletech, and it's just some giant robot game.
I admit, it may have been a bit harsh, but hear me out. I'm not an enemy of tabletop games, I've played my fair share of all, tabletop, computer, tag and whatnot. I'm not advotacting abandoning
everything. Still, a game is supposed to represent armed conflict in 31st century, using giant walking machines, in service of noble Houses. That's the long and short of it, just like DoW is supposed to represent armed conflict in age X, with participants Y, using weapons Z, and it passes with flying colors.
However, while in DoW's case it's about the feel and canon accuracy, in Battletech's case, for some reason, it seems to be all about
the rules. "The rules allow for X, I want it to happen". "Don't forget critical slots, they have to be in the game" (even though some people already mentioned that crit slots was a tool for mech building, not outfitting, and has flaws when it comes to the latter). "What happens when something gets taken out by a critical hit? I want critical hits and random locations". Why does it matter so much? I understand people like the game, but they are just rules... they're subject to change, and it IS possible, as evidenced by pretty much every franchise out there, to do so while preserving the feel of the original. Yet there's so much asking for copy-pasting everything, giving it graphics and calling it a day.
Yes, sometimes it's genuine, but sometimes it does reek of elitism. "I was here first, I know the
true Battletech, you
shooter gamers stay with
Microsoft's
arcady MW4". Sad, a bit annoying, uncalled for in a relatively small community, but I guess unavoidable. I don't dislike the TT, I don't dislike its players on principle, I merely dislike that tendency.
Lastly, I've said it before, but MW3 was quite a bad game, gameplay wise (I did enjoy it a ton back when it was out, fresh and beautiful, but just looking from perspective) - part of the reason is because it tried to cram so many things from the tabletop and they just didn't work out. The scale of engagements was different, so small ammo values and armor didn't work out (these values aren't based on physics - they're based on average engagement length
in the tabletop game, with multiple, somewhat expendable units per player, that's why they're so small. Gauss rounds aren't supposed to weigh 125 kg each because someone in FASA had a physics degree, they're 8/ton because of
TT balance, just like there's unlimited ammo in WH40K but limited in Space Marine). They needed MFB to compensate. Easy tripping didn't work out. Gunboatblob mechlab didn't work out. Floating reticule didn't work out (anyone can point and click a mouse, potshots ahoy).
Mechs ended up fragile and weak... not like "fearsome war machines" they are described as in
canon. Weak like minis on the table. Like Space Marines dying from a single, stray lasgun shot in TT Warhammer, yet shrugging it off in canon, in Dawn of War and Space Marine. That's what Space Marine (the game) did right: it made the feel of being one palpable.
I want MWO to follow canon (at least when it still has its plot together, before 3060's weirdness starting to happen... canon can be good and bad, just ask George Lucas). I want it to work out. I don't want a tabletop simulation, meaning I'm sitting in a glorified miniature, waiting for a dice roll to take me out. It doesn't
feel like Mechwarrior. I want a giant, stompy war machine, that's what Battletech is about in the end. Not Long Tom Ullers.
Edited by Alex Wolfe, 06 December 2011 - 02:35 AM.