View Full Version : Building Better Gameplay (based on GENCON demo)
delpheus
08-08-2010, 07:46 PM
I went to the warmachine video game demo presented during GENCON and I was pleased overall. Considering it was early stages many of the animations, mechanics, glitches, ect are forgivable and are bound to be improved. However, I still feel the need to express my concerns. This game is supposed to be warmachine, but i must admit that i felt disappointed by what was presented.
First thing that caught my eye was the presentation. I know it was a level thing, but even night levels must had adequate lighting to see yourself and your enemies. Otherwise its all a dark blur and no fun. This is a fundamental rule of proper gameplay.
But, i kept watching with my hopes held high expecting some kick ass warmachine battles. But the Stryker vs Juggernaut fight was...unimpressive. I'm sure i'ts too early to judge, but i hope we can expect the battles to feel much more intense and dangerous. Here is perfect example of improved gameplay.
http://www.youtube.com/watch?v=gdLNSALMqmU
Also, what disappointed me most of all was the evasion of my question about the power-fields and other essential warmachine elements. You made it sound as if incorporating some things would be simply impossible. Where was the power-field? I was shocked and disheartened. I couldn't believe that an actual game developer couldn't come up with this. You can have focus, a power-field, healing, ect very easily. I don't want another health and mana RPG. I want warmachine.
http://www.oxmonline.com/files/u17092/Golden_Axe_4.jpg
In that link you'll see a 6 slotted magic bar. Use this concept and apply it to the focus system. Each caster has a number of points to spend on magic or boosting jack power, they can spend those points to heal damage, and each unspent points adds +1 to your damage reduction. Focus regenerates 1 point every few seconds. There is your focus / power-field system. Anything else would be inferior.
Sadly, thinking about it i think i was more disappointed than i was satisfied. I know you guys can do better. Don't treat this like any other game. It isn't. This is warmachine we're working with. Keep it true.
AbesolutZERO
08-09-2010, 07:14 AM
This was pretty much a demo to show that the game's going along well and at least, they have the basics done. At least that's how I interpreted the video. Give it a few more months and they'll definitely polish it up. This is the first gameplay video we've seen of this game, after all.
Skyydragonn
08-09-2010, 05:09 PM
I really do agree with the idea of keeping it true to the IP, however there are some things that just dont translate correctly to digital media. I'm sure we've all seen dozens of games over the years that skipped over what we considered (at the time) essentials of the IP. Sometimes the mechanic simply doesn't add anything "fun" to the digital version, othertimes its too cost inneffective to implement (remember WMD is a SMALL studio, less than 30 ppl iirc) Or just over complicates the core gameplay the developer is striving for.
Last year when this was announced it was stated to be a smash em' up style game. So i didn't expect things like the powerfield for Warcaster armor, or control ranges, and other things like that to be present in the game. Take it for what it is a decently high quality first step for the Iron Kingdoms/WARMACHINE property into the realm of digital media and computer games.
I'm sure there will be things i dislike about specific things in the game but I'll likely still buy it if for no other reason than to prove that the IP is profitable to other developers/publishers so that we get better and better Warmachine titles in the future.
Lastly if you (as you say) "Want warmachine" on your PC the truest version your going to find is on Vassal. No one reasonably expected the first game for the IP to be an exact representation of the tabletop game. Though i'm sure one will come along in the future (a'la MtG and its various online/computer titles)
Much like AbosulteZERO said above, this is the FIRST gameplay video we've seen and thats with only a year of development time, again with a very small studio, basically working on a game that as of right now doesn't have a publisher to get it onto store shelves. There still (sadly) stands a chance that we wont see this release at all. We can oly hope that they find a reliable publisher that cares about the games they put out there unlike some other soulless nameless beasts (lookin at you EA, and Acti-blizzard)
yeah,yeah i named them anyway but its in parathesis so it doesn't count!
delpheus
08-11-2010, 08:46 AM
I really do agree with the idea of keeping it true to the IP, however there are some things that just dont translate correctly to digital media. I'm sure we've all seen dozens of games over the years that skipped over what we considered (at the time) essentials of the IP. Sometimes the mechanic simply doesn't add anything "fun" to the digital version, othertimes its too cost inneffective to implement (remember WMD is a SMALL studio, less than 30 ppl iirc) Or just over complicates the core gameplay the developer is striving for.
Last year when this was announced it was stated to be a smash em' up style game. So i didn't expect things like the powerfield for Warcaster armor, or control ranges, and other things like that to be present in the game. Take it for what it is a decently high quality first step for the Iron Kingdoms/WARMACHINE property into the realm of digital media and computer games.
I'm sure there will be things i dislike about specific things in the game but I'll likely still buy it if for no other reason than to prove that the IP is profitable to other developers/publishers so that we get better and better Warmachine titles in the future.
Lastly if you (as you say) "Want warmachine" on your PC the truest version your going to find is on Vassal. No one reasonably expected the first game for the IP to be an exact representation of the tabletop game. Though i'm sure one will come along in the future (a'la MtG and its various online/computer titles)
Much like AbosulteZERO said above, this is the FIRST gameplay video we've seen and thats with only a year of development time, again with a very small studio, basically working on a game that as of right now doesn't have a publisher to get it onto store shelves. There still (sadly) stands a chance that we wont see this release at all. We can oly hope that they find a reliable publisher that cares about the games they put out there unlike some other soulless nameless beasts (lookin at you EA, and Acti-blizzard)
yeah,yeah i named them anyway but its in parathesis so it doesn't count!
How could such a simple concept be impossible to implement? I'm just not convinced, especially since i have seen games with power-fields and focus-like mana bars. I'm not saying it must be 100% identical in aesthetic but i feel that it should be represented somehow. When i said i 'want warmachine' i didn't mean i wanted a direct translation of the TBS, i meant that i wanted the essential core elements of the game, such as the power-field.
I know its still too early to judge but the mainstream appearance was defiantly a turn off.
Thomas
10-12-2010, 02:50 PM
It's a tough call?? Personally, I'd also like to see a game that has the player making more tactical decisions. But I also want to be able to find a match when I go online.
So they're going to have to consider more than the input of the "Table Toppers" in their game design.
Also, consider the amount of variables that can be worked into a video game vs. a table top game. The computer can crunch much more complex numbers, and a lot faster than we can. The game mechanics don't need to be as simplified.
Well...whatever direction they decide to go with this, one thing's a certainty.
We'll get to pound someone's head in with a 12 ton Warjack :)
joy
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