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Arcade vs Realistic Battle Modes


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Poll: Arcade vs Realistic Battle Modes (22 member(s) have cast votes)

Do You Like Arcade-style Battle Modes eg. Capture the Flag

  1. Yes - I would love to see this style of gameplay in MWO (3 votes [13.64%])

    Percentage of vote: 13.64%

  2. No - I think all Game Modes should have an element of realism (12 votes [54.55%])

    Percentage of vote: 54.55%

  3. I think there is room in the game for both realistic and Arcadey styles of play (7 votes [31.82%])

    Percentage of vote: 31.82%

  4. No - If it doesn't affect the meta-game, it shouldn't be a playable Battle Mode (0 votes [0.00%])

    Percentage of vote: 0.00%

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#1 palebear

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Posted 01 April 2012 - 01:02 PM

I'm not generally a proponent of Arcade style game mechanics in my war games or sims unless they serve to assist the narrative of the game.

How does everyone else feel about including Game Modes with mechanics like Capture the Flag?

Edited by palebear, 01 April 2012 - 01:02 PM.


#2 Aegis Kleais

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Posted 01 April 2012 - 01:44 PM

Seems to be yet another case where excluding a particular game mode does little more than result in a less satisfied community.

What's arcadey about CTF? You don't need to have massive flags sticking out of mechs, but it comes down to an appreciation of a game mode that rewards objectives other than just killing the enemy. You could have some kind of "Capture the Intel" with similar to CTF game mechanics but a more believable visual in game.

I'm a huge fan of CTF, but I don't judge the game mode on a shallow aspect such as the visuals; I enjoy it for the tactical challenge the objectives provide (on top of attrition with the enemy)

#3 Exilyth

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Posted 01 April 2012 - 01:46 PM

As long as 'arcade style' game modes don't influence the IS meta game, I'm ok with them.
A game can't just live on (team) deathmatch alone.

Still I hope the 'arcade' game modes are more of the 'down to earth' variety than the 'lava gun nukes of death doom' variety.

Edited by Exilyth, 01 April 2012 - 01:48 PM.


#4 Shai tan

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Posted 01 April 2012 - 01:58 PM

You know why they call it Arcade gameplay right? Cause that is what you experience IN the Arcades. I don`t hate Arcade play cause it does have its place. But what I do hate is how it has pervaded into EVERY game these days. It would be cool if Devs realized that not every game released has to be Arcadified. Back in the day when we had more SIMS, this was not a real problem.

But today, most everything I get my hands on has been dumbed down to Arcade proportions. BF 3 is a great example, with its look, huge maps.... and then the UBER fast gameplay afforded by the dumbing down of the weaps ballistics/balancing. There is a limit to how Arcade a thing gets/feels, where I turn the other way.... and say... "not today".

#5 palebear

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Posted 01 April 2012 - 02:55 PM

View PostAegis Kleais™, on 01 April 2012 - 01:44 PM, said:

What's arcadey about CTF? You don't need to have massive flags sticking out of mechs, but it comes down to an appreciation of a game mode that rewards objectives other than just killing the enemy. You could have some kind of "Capture the Intel" with similar to CTF game mechanics but a more believable visual in game

I'm in agreement with you, Aegis Kleais - I don't mind an arcade-style mechanic as long as it's integrated into a believable metagame narrative.

#6 Aegis Kleais

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Posted 01 April 2012 - 02:58 PM

View Postpalebear, on 01 April 2012 - 02:55 PM, said:

I'm in agreement with you, Aegis Kleais - I don't mind an arcade-style mechanic as long as it's integrated into a believable metagame narrative.

One of the things I was really hoping MWO would nail would be the proper introduction of objectives in MWO play. Attrition is always there. Capturing bases, intelligence, protecting resources, etc. These things can add depth to a tactical sim, IMO.

Yeah, I'm not a proponent of seeing large flags on Mechs visually, but the information gained could be done so by getting in proximity to a receptacle but that information broadcasts itself, making the "carrier" show up on everyone's radar. There may or may not be "handing off" abilities (you kill the carrier, the 'flag' is returned). Just looking to broaden the options we have out there.

#7 Anvil Dragon

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Posted 01 April 2012 - 03:11 PM

In regular game play there should be an objective like intel or a person, but I could also see this if there was a training mode at some future time. Capture the flag is basic company/lance level training.

#8 autogyro

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Posted 01 April 2012 - 04:50 PM

If it's not explainable in the context of the meta game, it doesn't warrant inclusion.

CTF can be, and can be something like "research data", or "blueprints for ___" or "location of brian cache", doesn't have to be a flag but can be information of some sort.

Something like a NHUA mode, however, cannot be explained in a persistent universe, and hence should not be included. This is what I think about when I think of 'arcade' mode.

#9 palebear

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Posted 02 April 2012 - 02:25 PM

I'd certainly not be a fan of any modes that include Tag or Hot Potato type mechanics - I just can't see how they'd be shoe-horned into the narrative in anything close to a meaningful way.

#10 Silent

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Posted 02 April 2012 - 02:29 PM

As long as they can dress it up to feel like it's some kind of mission I am for it. Grabbing intel and getting it back to the drop ship, or something similar.

#11 Aegis Kleais

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Posted 02 April 2012 - 02:48 PM

I'm a little confused.

Some people act as if they don't want the game mode because there might not be any instance of something akin to it from the lore. Do these people mean to say that they want the MWO game limited to such game modes as those that were found in stories only?

My concern is that attrition becomes too boring. I never played DM in previous games because killing someone and ONLY having to kill someone was extremely boring. Engagements are a part of any game mode in MWO, I'm sure. I'm all about objective game play. And yes, even to a point where if a team completes all primary objectives, it would mean a success; even if no Mech was destroyed. (I just want the objectives to vary enough where they cannot all be fulfilled by a similar weight class chassis)

I will be very sad if the game stays with just attrition. Devs hinted that even in DM, the objective is to kill all enemies OR capture the base. That's a good start; looking forward to more objectives.

#12 palebear

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Posted 02 April 2012 - 02:55 PM

I don't really care about lore so much as I care about does the game continue to feel like I'm moving forward or am I just throwing in another quarter for some more hack 'n slash.

That's not to say that I don't like a bit of the ol' ultra-violence for the sake of ultra-violence from time to time, but I am hoping that MWO will be more akin to an action sim with a campaign component than Duke Nuke 'em. :(

#13 Aegis Kleais

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Posted 02 April 2012 - 03:02 PM

View Postpalebear, on 02 April 2012 - 02:55 PM, said:

I don't really care about lore so much as I care about does the game continue to feel like I'm moving forward or am I just throwing in another quarter for some more hack 'n slash.

That's not to say that I don't like a bit of the ol' ultra-violence for the sake of ultra-violence from time to time, but I am hoping that MWO will be more akin to an action sim with a campaign component than Duke Nuke 'em. :(

I got ya.

In all truth, I'd be fine if DeathMatch and Dropship were the only 2 game modes they'd ever support... AS LONG as they continue to introduce objectives into them. For all practical purposes, DM and DS are just 1 life vs. 3 life, and deployment from DM will probably be out of a Mech Hangar (sweet) vs. a Dropship (sweet too). But as long as our hands are not bound to just "Go out and kill" As long as they provide us an outlet to use tactics and strategies in order to complete other tasks, then I'll be a happy camper.





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