![]() |
![]() |
|||
![]() |
||||
![]() |
||||
| Frequently Asked Forum Questions | ||||
| Search Older Posts on This Forum: Posts on Current Forum | Archived Posts | ||||
| Re: I'm at MLG Columbus and very sad... | |
| Posted By: uberfoop <atkinso2@seattleu.edu> | Date: 3/26/12 12:11 a.m. |
In Response To: I'm at MLG Columbus and very sad... (Bryan Newman) Reach's relatively low shooting skill ceiling means that it's really difficult for individual moments of play to look all that interesting, except when absolutely bizarre stuff happens. In a game where even crappy players like myself can optimize kill times on precision weapons a rather high portion of the time (and hence MLG gunplay looks a lot like the good gunplay of normal players but merely with much better consistency), and where much of the rest of the skill comes down to movement tactics, there's really not that much visible on the screen and that can be presented in a very immediately compelling way most of the time. It's not like Brood War where there's always a lot of immediately-visible crazyawesomeness to look at when all you're seeing is a couple of siege tanks and marines being micro'd against some zerglings. Or an fps like Tribes where the movement itself has a lot of execution associated with it (and where everything is moving at like 6000mph anyway). Also, much of Reach's high-quality competitive maps are made in Forge. And Forge is a piece of crap* which makes it almost impossible to simultaneously design for competitive gameplay, functional efficiency, and aesthetics. Usually that last one gets ignored a bit. The end result is that Reach's competitive scene's aesthetics are a joke. *Don't get me wrong, it's impressive enough for an object placer editor, even if there are areas that it could be easily improved. But "impressive for an object placer editor" is sort of like "pretty easy to use considering it's a car with no battery and flat tires."
| |
|
| Replies: |
The HBO Forum Archive is maintained with WebBBS 4.33. |