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I suppose when you think about it, games fall into two categories.
Each player has his own objective he can complete with little or no interference from other players.
Some games make players compete for resources or through combat and construction mechanics.
In my experience the competitive games rely a lot on player position when the objectives are revealed, and they tend to limit the number of objective items like barrels. When in the mix, this sort of game is useful for giving a small number of players a slight lead over others but since the outcome very often depends on chance or the whim of other players they can feel unfair.
On the other hand, such games also heighten the challenge putting players on edge making them ready for new objectives and paying close attention to position and other players. I propose the following:
A round composed entirely of the former style of game where objectives are free and open with little outside pressure.
A round composed entirely of the latter style of game where players must compete for resources and pay close attention to position and other players.
The first form of round should be played at the beginning of a match because it's low pressure and a great way to introduce new players to the mechanics. The second form should be played in the second half of a match (if a match consists of six rounds, then it would be played in round four, five or six) preferably towards the end, as by that time new players should be familiar enough to cope. The rounds prior to this one would be mixed as usual.
The only concern I have is that competitive games can be divisive, showing a sharper contrast between skilled and experienced players and players like me who are unskilled and hate themselves. So I would think about easing the tension somewhat maybe by reducing the game speed ramp-up as the round progresses and increasing round duration slightly, so there is more time during and between games to complete objectives and understand the game world and the player's place in it so constant teleportation and re-spawning isn't as disorienting.
The text was updated successfully, but these errors were encountered:
Hi, there.
I suppose when you think about it, games fall into two categories.
In my experience the competitive games rely a lot on player position when the objectives are revealed, and they tend to limit the number of objective items like barrels. When in the mix, this sort of game is useful for giving a small number of players a slight lead over others but since the outcome very often depends on chance or the whim of other players they can feel unfair.
On the other hand, such games also heighten the challenge putting players on edge making them ready for new objectives and paying close attention to position and other players. I propose the following:
The first form of round should be played at the beginning of a match because it's low pressure and a great way to introduce new players to the mechanics. The second form should be played in the second half of a match (if a match consists of six rounds, then it would be played in round four, five or six) preferably towards the end, as by that time new players should be familiar enough to cope. The rounds prior to this one would be mixed as usual.
The only concern I have is that competitive games can be divisive, showing a sharper contrast between skilled and experienced players and players like me who are unskilled and hate themselves. So I would think about easing the tension somewhat maybe by reducing the game speed ramp-up as the round progresses and increasing round duration slightly, so there is more time during and between games to complete objectives and understand the game world and the player's place in it so constant teleportation and re-spawning isn't as disorienting.
The text was updated successfully, but these errors were encountered: