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Evolve DLC Trailer Reveals New Character

AuthorMessage
Frankie DrumsNY
Posted on 15 December 15 at 14:40
Grimace221 said:Evolve... a sad story of a great game, that so many people played wrong,…It's biggest fault was that 99% of the player base didn't play it right.To be fair, if 99% of the player base aren't playing a game "right," then one or more of the following is true:

1. The game didn't "teach" the players the rules effectively
2. The game didn't reward players for following the rules
3. The game didn't punish players for avoiding the rules
4. The game didn't provide options for players to incorporate the rules into their own playstyle
5. The player base was not ready for a game with these rules and the title was destined to fail
triplewitching
Posted on 17 December 15 at 03:30
Although the concept is funny, why would you ever design a machine with two fast-switchable opposed personalities ? Almost all depictions of AI have some kind of logical fallacy like this. I suppose it wouldn't be interesting without it, but it would never happen.
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TickTockRob
212,561
TickTockRob
Posted on 18 December 15 at 09:22
Frankie Godskin said:Grimace221 said:Evolve... a sad story of a great game, that so many people played wrong,…It's biggest fault was that 99% of the player base didn't play it right.To be fair, if 99% of the player base aren't playing a game "right," then one or more of the following is true:

1. The game didn't "teach" the players the rules effectively
2. The game didn't reward players for following the rules
3. The game didn't punish players for avoiding the rules
4. The game didn't provide options for players to incorporate the rules into their own playstyle
5. The player base was not ready for a game with these rules and the title was destined to fail
Exactly. And it was #2 in my view - and this was because, as I said earlier, one of the monsters was essentially broken and made the game unfair, and was always picked because of this. As a result, it didn't reward the players when they tried to tackle it using any kind of skill, because it made little difference, and was, essentially, a waste of time.

It basically resulted in players not bothering and waiting for the monster at the end of the level as that became the best tactic to use - it was the least boring and frustrating method too (you're meant to take out the monster well before this point - end of level fight is a worst-case scenario...but trying to do anything before became a tedious game of cat and mouse with no non-monster player reward at all).
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