View Full Version : Death as feedback
Fengol
06-05-2009, 10:21 AM
Just a quick one. On the Team Fortress 2 blog Robin Walker is talking about the Sniper update and how dying in the game is a very important feedback (and positive) loop for the player.
I seem to remember a Comp a while back looking at death, but I thought I'd share the link to remind everyone that EVERYTHING in your game has an outcome on the ultimate experience.
http://www.teamfortress.com/post.php?id=2477
*strokes beard, yes... death... good...*
dammit
06-05-2009, 11:31 AM
http://forums.tidemedia.co.za/nag/showthread.php?t=10361&page=4
Telur seems to have beaten you to the mark.
dislekcia
06-05-2009, 11:47 AM
http://forums.tidemedia.co.za/nag/showthread.php?t=10361&page=4
Telur seems to have beaten you to the mark.
No, not really. Fengol's not just posting a link, he's discussing a particular element of game design that the TF2 blog raised.
Personally, I really like the TF2 freezecam and the way it makes the game feel. Reading the rationale behind it was eye-opening, to say the least. Especially the explanation of how and why people seem to hate snipers. Even spies don't get the same amount of vitriol ;)
xyber
06-05-2009, 02:25 PM
ooh, I hate those darn spies and snipers so much. Just feels so wrong to die by one of them.
Very interesting article ;)
DukeOFprunes
07-05-2009, 10:36 AM
Their theory behind it is surprisingly dead on. Each of my bajillion TF2 deaths convinced me that I could find a proper counter to the cause of each death, whether it was a sniper I now knew to duck, a spy that's slipped past our front line or a demoman grenade spam, the freezecam does actually make you a better player.
On a side note, I remember struggling with combat in Silent Hill 1. One day I left my Playstation on the title screen while I made some tea and on my return there was a rolling demo, one of those where it's a montage of bits of cutscene footage and actual gameplay.
One of the gameplay shots showed Harry using a pipe to fend off one of those leaping skindogs without taking a hit, and from that I learned how to survive better and also started experimenting with the nuances of all the different weapons.
From what was a few mere seconds of gameplay footage I was able to improve combat and subsequently my enjoyment of the game as a whole, so when Fengol says:
EVERYTHING in your game has an outcome on the ultimate experience
...take note.
FuzzYspo0N
09-05-2009, 05:35 PM
The first was whether or not you understand what killed you. If you don't know what killed you, that death is failing in providing you the feedback it's supposed to
leet, these guys are logic on wheels. Awesome read, thanks
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