Post by a Chunk on Nov 17, 2018 4:34:04 GMT
This series of articles from On Game Design asks the questions - What is fun about FPS Multiplayer? and What is not fun in multiplayer?
The author suggests the following factors as some that make multiplayer maps unfun:
- "Excessively long lines of sight"
- "Linearity"
- "Secret Areas"
On the subject of what makes a fun multiplayer map, the author says -
Here are some of the key attributes suggested for a fun multiplayer map:
This is simplifying the authors articles significantly, but provides a good topic for debate... What is it that makes an FPS level fun or unfun?
Read the full articles at these links:
www.ongamedesign.net/designing-fps-multiplayer-maps-part-1/
www.ongamedesign.net/designing-fps-multiplayer-maps-part-2/
Sid Meyer once said that “a game is a series of interesting choices” and nowhere in game design is this more true than Multiplayer Design. In a single player game, the designer has access to design tools to help guide the player, like linear progression, or even just general good crafting of gameplay segments. In a multiplayer game, the player is constantly having to make his own experience using only the tools you provide him to do so.
As such, it is important to approach multiplayer map design from this perspective: Provide the player with good tools and he can create a good experience.
All this sounds blaringly obvious, of course, but given how many people get this basic tenet wrong it deserves stating.
As such, it is important to approach multiplayer map design from this perspective: Provide the player with good tools and he can create a good experience.
All this sounds blaringly obvious, of course, but given how many people get this basic tenet wrong it deserves stating.
Here are some of the key attributes suggested for a fun multiplayer map:
- "good deathmatch maps connect everywhere to everywhere else"
- "give players interesting choices"
- "firt more gameplay into a smaller footprint"
This is simplifying the authors articles significantly, but provides a good topic for debate... What is it that makes an FPS level fun or unfun?
Read the full articles at these links:
www.ongamedesign.net/designing-fps-multiplayer-maps-part-1/
www.ongamedesign.net/designing-fps-multiplayer-maps-part-2/