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The Crossing - A New Way to FPS?

1up has a look at Arkane Studios' extremely ambitious new project. Called The Crossing, the FPS title looks to combine single and multi-player modes in a new way. From the article: "In the simplest sense, story missions are single-player shooting with an exception: Naturally intelligent human opponents take the place of A.I. There are two types of players: Elites and skirmishers. Elites are gamers playing the game in story mode. They're beefed up, heavily armored, and heavily armed. They have to be able to hold their own against a swarm of skirmish players. Skirmishers are gamers who typically play on multiplayer maps: well-trained, rank-and-file soldiers playing primarily to have some quick fun and increase their rank through defeating the occasional Elite. Skirmish players can also invade story maps and 'possess' A.I.s ala Agent Smith in The Matrix." So even if you're playing through the story, you'll still be challenged by the 'NPCs', all of whom will be played by a real-life human. Sounds like it could either be awesome or a total flop. Which side are you leaning on?

184 comments

  1. Single Player... Vs Multi by Buzz_Litebeer · · Score: 0, Flamebait

    The kind of people that play Single Player are not going to be as good as those that play Multi only, I only have to watch people play single player to get frustrated with how much they suck except are still able to beat the game after 50 respawns and save points.

    --
    If you don't vote, you don't matter, so don't waste your time telling me your opinion
    1. Re:Single Player... Vs Multi by MuChild · · Score: 4, Insightful
      Yeah, but that will only be true until they get used to the new style. Ultimately, I bet it will produce a player that can fight in both styles equally well.

      I can't wait. The Hobgoblin of story-based FPS is that predictability of the NPCs. Even when they're pretty smart, you can count on them to behave in certain critically flawed ways. Or, they're un-realisically fast and impossible to deal with.

      Not to mention, re-play will be much more interesting.

    2. Re:Single Player... Vs Multi by FormulaTroll · · Score: 3, Insightful

      Don't be an ass. There are plenty of subpar online players as well, and undoubtedly plenty of people who excel at FPS but would rather not be bothered by the hacks and cheats and immature behavior that flourishes in so many of the multiplayer venues, so confine most of their playtime to the single-player games and/or maps.

    3. Re:Single Player... Vs Multi by Thraxen · · Score: 2, Insightful

      You do realize that there are many of us that play both, right? I always complete the single player campaigns in any FPS as well as participate in multiplayer.

    4. Re:Single Player... Vs Multi by tedgyz · · Score: 1

      That is an over-generalization. I play single player campaigns AND multiplayer. I don't kick ass in all MP games, but I am very respectable in some.

      --
      "No matter where you go, there you are." -- Buckaroo Banzai
    5. Re:Single Player... Vs Multi by I+Like+Pudding · · Score: 1
      and undoubtedly plenty of people who excel at FPS but would rather not be bothered by the hacks and cheats and immature behavior that flourishes in so many of the multiplayer venues,

      Of course
      so confine most of their playtime to the single-player games and/or maps.

      Here is where you jump off the deep end. Being good at single player is enough to get you "noob" status online. Nobody who can play at a decent level limits themselves to single player because it would be like Kasparov playing against a 4th grader.
    6. Re:Single Player... Vs Multi by elhedran · · Score: 1

      My FPS multi-history is a little ancient, but I've done recent FPS's single player and ancient (quake3) ones multiplayer. If you've done both you should realize like I that single player campaign AI's are forgiving to the point of babysitting. Or maybe you just never played against good Multiplayers.

      In single player, you have to be as good as the difficultly level you select, however good means having a good knowledge of your abilities and what the opponent will do. Your opponent is still an AI and even in the latest FPS's.

      In multi player you have to know everything you did as single player, but you also need to learn how to adapt to changing behavior on the part of your opponent, or in the case of most bad multi-players start accusing people of cheating.

      As a solid example. In quake I could aim as fast as any multi-player. I knew how much damage weapons did, how to bounce grenades, jumps, etc. However my opponent knew all of that and exactly how long it takes the average player to move from point A to point B so he could shoot me as I came out a blind door. Something single player just never gave the opportunity to learn.

      In WoW a hunter in PvE does not move much, the fight has a main assist and revolves around a tank holding agro. In fact I've had people whine if the hunter does move. In PvP, especially with multiple opponents, if you fight like that you die very fast. Well, unless your opponents are all PvE's in which case they die fast and go to the forums and complain how hunters need to be nerfed. For every class I owned another from that same class gave me an even fight. And all the ones that got owned behaved like I was some dumb AI, fought like I saw them fight in PvE. The ones who beat me fought in ways I never see in PvE fights. Now of course the AI in WoW is about as dumb as it gets, but you can't tell me modern FPS do any more than simulated strategy.

    7. Re:Single Player... Vs Multi by FormulaTroll · · Score: 1

      I've been playing multiplayer FPS since Doom. I've probably got over 2,500 hours of CounterStrike logged. I've been in a couple clans and have participated in a couple tournaments. I'm not world-class, but I know what I'm doing and can hold my own against most opponents. I've all but quit playing multiplayer though. Between the bunnyhopping and the teamkilling and the incessant homophobic chatter, it's just not fun. To me, having fun in multiplayer requires a stable and reliable server that has a good group of regulars. Finding that when I was in college was no problem, but I haven't got that kind of time anymore. When I have time to play, I want to sit down and play. I can do that with a single-player game. To reply to your Kasperov analogy - playing against 4th graders is excactly what I'm avoiding by playing single player.

    8. Re:Single Player... Vs Multi by Brian+Gordon · · Score: 1

      Yeah but you can't deny that in DM-style games the bots can rarely hold their own against even mediocre players. I was beating the much-vaunted UT99 "godlike" bots after only months of playing. Also counter-strike is no fun if you die and you're just watching bots play..

    9. Re:Single Player... Vs Multi by SP33doh · · Score: 1

      but why does the challenge have to be with the AI?
      this is what good level design is for, see splinter cell or resident evil 4. both have terrible AI, but are very fun because of great level design.

      granted, neither of those are technically an "FPS"

    10. Re:Single Player... Vs Multi by MuChild · · Score: 1

      Actually, I agrew with you. The core of any quality game has to be level design and story. But as long as they are going to throw enemies in there, it would be great if they were smarter than my shoe.

    11. Re:Single Player... Vs Multi by aplusjimages · · Score: 2, Interesting

      I love Splinter Cell, but the problem with it and video games in general has been that the NPCs are always the same. I would like to see the NPCs change each time you play it. In Splinter Cell if I wanted to see how a level was laid out I would run through it really quick keeping note of where each enemy was, then I would die with the knowledge that there are 2 guards around this one corner and a guard inside the shack. I would like to see it change with each death and each time I play a new game. Next time have 3-4 guards around the corner and no guard in the shack. I think this new game play will allow this in a way. Each time I pick up the game it will have a semi fresh feel to it. I hope more games adopt this.

      --
      Can I bum a sig?
    12. Re:Single Player... Vs Multi by Thraxen · · Score: 1

      But what's your point? I realize all this because I play both... that was my point.

    13. Re:Single Player... Vs Multi by elhedran · · Score: 1

      I assumed your point was that you played both and felt single player practice lead to competitive multiplayer, e.g. 'I play both'. Reading again I see I probably misunderstood.

      My point was to provide reasoning why single-player does not provide the skill-set needed for multi-player, something I didn't see posted elsewhere in the thread. Yes, just for the point that single doesn't lead to good multi was listed, but only in the "I whoop single player players". Is so, Is not matches seem kinda pointless.

  2. I'm going with Flop... by le0p · · Score: 3, Insightful

    Mostly because if a player wanted to play against another player, they'd play online. Personally, the last thing I'd want is to be playing the story mode and have TeHUb4R1337GuY show up. Maybe it's just me...

    --
    "I think that God in creating Man somewhat overestimated his ability."-Oscar Wilde
    1. Re:I'm going with Flop... by shadowcabbit · · Score: 4, Insightful

      I'll disagree here. How many masochists are going to jump at the chance to be in a "one vs. everyone else" setup? The role of the Elite will attract the attention and interest of those who feel they're the best of the best, and can back it up. Sure, people who have no business playing FPS games online (like, oh, I don't know, me) will try it, get frustrated, and give up; but to be honest, for those people who've ever played Counterstrike and thought "screw my teammates, I can plant the bomb/rescue the hostages all by myself", this will probably be their dream game.

      Anyway, didn't Splinter Cell do something similar, with a "one spy versus the rest of the counterterrorists" game mode?

      --
      "Why Subscribe?" Good question...
    2. Re:I'm going with Flop... by Anonymous Coward · · Score: 0

      I have to agree. It sounds good in theory, however as stated if they wanted to play against other players they would play online. This would be more of the game for hard core FPS players who find single player too easy and want a challenge more than a game for the average player who plays single player mode to avoid getting killed 100 times a minute in a multiplayer mode.

    3. Re:I'm going with Flop... by Anonymous Coward · · Score: 0

      Easy fix: when playing single-player, you don't see the names of your opponents, nor can they send you comments, etc. Holy shit, I should be in game development.

    4. Re:I'm going with Flop... by Kelbear · · Score: 2, Insightful

      The skill matching mechanism better be top notch. It will suffice to say that I am good at FPS games. I would have a blast as the Elite. But god save the poor bastard who has me spawn into their story-game. They will be tea-bagged to hell and back for hours. *Ahem* /could be/ I mean. I would never do something so crass, and I certainly wouldn't repeat such an action until the victim becomes fed up and quits the game forever in frustrated anger.

      But it is indeed a valid possibility that these developers may want to take into consideration.

    5. Re:I'm going with Flop... by Kelbear · · Score: 1

      Also, hearing: "Oh YEAH baby! dese nuts in yo MAYYOOUUUTTHHH!!! UNF! UNF! UNF!" from the enemy ninja-assasins might break the atmosphere of a singleplayer storyline pretty quickly.

    6. Re:I'm going with Flop... by vaksion · · Score: 0

      I , too am leaning towards flop. Story mode is story mode, multiplayer is multiplayer, and online is meant for interhuman playing. A good thought, but I'd like our games to stay A.I. excpet for online.

    7. Re:I'm going with Flop... by Bieeanda · · Score: 1

      I'm voting for flop, because this kind of scenario has 'hacks and trainers' written all over it.

    8. Re:I'm going with Flop... by Anonymous Coward · · Score: 0

      On the Flip side, the actual best of the best can go in and pwn the elites irregardless of their being beefed up and drive casual gamers away. If I do not need a team to 'plant the bomb/rescue the hostages' why would I need a beefed up character, nothing rubs it in like using the weakest most discounted weapon/unit in the game to get the win.

    9. Re:I'm going with Flop... by Jerdie · · Score: 2, Interesting

      Perfect Dark for the N64 had a mode where one player could take over NPCs and fight against the player trying to play through the story.

      Having a human NPC made it almost impossible to get through certain points cause it was so easy to make a choke point and destroy the other player.

      --
      Programming is simply the application of logic to creativity
    10. Re:I'm going with Flop... by Oriental_Hero · · Score: 1

      Splinter Cell :Pandora's Tomorrow had a pretty unique Multiplayer that emphasised stealth. Well for one side anyway!
      4 players maximum comprising 2 security and 2 infiltrators (Sam wannabes).
      The infiltrators need to do a Sam like mission and are similarly armed and equipped. This gives them the edge in observation and stealth and movement.
      The security have the edge in combat thru weapons and armour and a few items like alarms.

      Cue constant battle of wits as each team attempts to capitalise on it's strengths (be they shotguns with torches, limpet mines to booby trap the targets/Night vision goggles, external walkways, Choke holds) or the opposing team's weaknesses ("he went out of the window/aircon?"/"woah, shotgun almost took my head off!") whilst attaining their goals.

      Heh, it still gives me chills as I remember when another security guard and I ran up to one of the Important Document Rooms and looked about for what set off the alarm.
      Out of the shadows next to the brightly lit open door something reached out and took me in it's grip. Before I had time to counter I was going under and everything became a blur for a few seconds. By the time I recovered, the other security guard was out and the Important Documents were gone!

      So very much in keeping with the game story line and giving you the chance to pit your sam skills against real intelligence (as opposed to scripted AI.

      Spore is also going to be very interesting from that aspect too and last I heard, no-one said it was going to be a flop!

      Oriental Hero

      --
      Oriental Hero "I want to live in a city where the Police don't shoot you" Jean Charles de Menezes
  3. Balance for profit. by Remus+Shepherd · · Score: 4, Funny

    Step 1: Allow PvP griefing in your game.
    Step 2: ???
    Step 3: Profit!

    Sounds like someone is trying to invent step 2, there. Like any other PvP, whether it works will depend on how well the game is balanced. One player -- who probably is not a die-hard PvPer -- against a swarm of PvP-savvy opponents? That sounds very difficult to balance correctly. Best of luck to the designers, they're gonna need it.

    --
    Genocide Man -- Life is funny. Death is funnier. Mass murder can be hilarious.
    1. Re:Balance for profit. by drinkypoo · · Score: 2, Insightful
      One player -- who probably is not a die-hard PvPer -- against a swarm of PvP-savvy opponents?

      But the experienced players are going to be playing the single player's gimpy opponents. Presumably they will be handicapped somehow according to difficulty.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    2. Re:Balance for profit. by flitty · · Score: 2, Informative

      This idea is no different from the PVP quests in WOW (on a PVP server) rather than running in and killing a bunch of "stupid" creatures to capture a point, they leave it up to the other side to defend the point. Sometimes, it's rediculous (30 oppostion camping lower level areas), and sometimes there are no other players defending. I think that if this game is beta tested enough (make sure balance exists, safegaurds against griefing, etc.) it could be a great game. All depends on the publisher.

      --
      Whether or not there is some sort of god, I'm not supposed to say/god is a word and the argument ends there-Smog
    3. Re:Balance for profit. by drsquare · · Score: 1
      One player -- who probably is not a die-hard PvPer -- against a swarm of PvP-savvy opponents?
      How else are you supposed to get better other than playing against tough opponents against the odds?
  4. Sounds awesome in theory by master_kaos · · Score: 0, Redundant

    This seems like an awesome idea in theory, but could be a huge fluke. If there are enough people on your server to take control of the "NPC" it could indeed be very fun. However, if no one is on your server, it will just be another Carmageddon style game (ok so im not 100% sure the style of the game). Although I guess you would obviously join a server that has quite a few players. (I mean would you join a counter strike server that has 31 bots and no real players)? With that being said, this is defiently worthwhile to try. This should prove if there is a market for these kind of games, and if so, could open up a whole new genre.

  5. How would you balance for skill? by sinij · · Score: 3, Insightful

    I see problem with this - skill gap between people that typically play single player FPS to enjoy storyline and people that play multiplayer competitively is so huge that no armor, health boosts or anything will help.

    1. Re:How would you balance for skill? by Thraxen · · Score: 2, Insightful

      I think it's a safe assumption that the game will be playable offline as well. So I'd have to assume that most people who just want to play through the story will have that option. So you will likely have people purposely taking on the additional challenge of human controlled enemies in the story mode. Thus, it wouldn't surprise me to see a fair number of the skirmishers getting their asses handed to them because, due to opinions like yours, they thought they were going to have some easy prey to take down. I agree with a comment someone else made... I think you will have people who want to prove themselves in a 1 vs everyone challenge playing the single player.

  6. Ugh by Anonymous Coward · · Score: 5, Funny

    I'm really looking forward to being spawn-camped in single player.

    1. Re:Ugh by Canthros · · Score: 4, Funny

      Not to mention being repeatedly owned by a half-dozen Korean kids.

      --
      Canthros
  7. Hmmm... by kitsunewarlock · · Score: 3, Funny

    I've always wondered about a pokemon game in which you played the "random trainer"... You must stand entirely still, hoping to hell that after 20-40 hours the hero comes around. If he does, without avoiding your watchful gaze, you get a single battle against him. Oh joy. Afterwards, he might be desprete enough to talk with you...maybe even register your phone number... But seriously, this is basically DnD inversed (1 player vs. 90 GMs). Sounds like Splinter-Cell Multiplayer...or objective counterstrike maps on servers that don't kick you for rescuing hostages/pslnting the bomb. Doesn't matter though. In the end it'll go down to "get the most kills".

    --
    Ginga no Rekshiya Mata Each page.
  8. Its been done before by simm1701 · · Score: 2, Interesting

    Everquest (the original) did an experiment for a while on their PvP servers - you could log in and become one of the low level NPCs randomly in any of the newbie dungeons.

    Its was great fun to do and added another dimension to the game - my only regret was that they didn't take it to higher levels!!

    --
    $_="Slashdotter";$syn="OTT";s;..;;;sub _{print shift||$_};s!ash!Perl !;s=$syn=ack=i;tr+LLEd+BLAH+;_"Just Another ";_
    1. Re:Its been done before by Chris+Burke · · Score: 4, Interesting

      Its was great fun to do and added another dimension to the game - my only regret was that they didn't take it to higher levels!!

      I imagine that part of the reason was that at higher levels the stakes are higher and thus you'd be more likely to get a friend to throw the match, making it easier. Or it was just a chapter from the Standard MMORPG Designers Manual, where you torture your players in part by designing really cool features that you never expand enough to be anything other than a minor sideshow.

      --

      The enemies of Democracy are
    2. Re:Its been done before by Osurak · · Score: 0, Troll

      $_="Slashdotter";$syn="OTT";s=^..==;sub _{print shift||$_};s!ash!Perl !i;s=$syn=ack=i;tr-d-H-;_"Just Another ";_ fixed

    3. Re:Its been done before by simm1701 · · Score: 1

      Thankyou - my own fault for vanity - I had decided after the fact that the ott looked better in uppercase for the well known acronym - forgot to fix the regex in the process

      --
      $_="Slashdotter";$syn="OTT";s;..;;;sub _{print shift||$_};s!ash!Perl !;s=$syn=ack=i;tr+LLEd+BLAH+;_"Just Another ";_
  9. Can you say... by PieSquared · · Score: 3, Interesting

    Can you say ambush? As in all the human "bad guys" find a place the "good guy" needs to go that also has lots of "bad" NPC, and all point their strongest weapons at the door...

    That's just one example of a very simple tactic the "bad guys" are sure to develop in time, even if they can't communicate. The first will probably be "herding" where they stick together, all the better to take down a better armed foe.

    Then there's those people who are so bad at FPS that they just won't be able to beat the game if having "real" opponents isn't just an option.

    You'll also have to find a "swarm" of people playing the bad side in this odd multiplayer for every "good" player.

    --
    Does a line appended to your comment give your post meaning in and of itself, or only in relation to those without?
    1. Re:Can you say... by somersault · · Score: 4, Insightful

      Just sounds like it'll make the game more realistic to me - why shouldn't the enemy stick together and guard strategic locations? This does sound like a cool concept, having 2 levels to play on in one game (serious / throwaway). You can kind of do that in some online games already (not that I play MMORPGs, though I have mudded a few times, and I like CS with the warcraft mod :p ), but this sounds like a fun experiment. Of course if the gameplay sucks balls then nobody is going to play, and it will be pretty difficult for newbies to play against experienced players (as with most games I guess), no matter which side the n00b is playing.

      --
      which is totally what she said
    2. Re:Can you say... by PingSpike · · Score: 4, Insightful

      I'm going to have to assume that the games levels will be designed so that there isn't only one entrance to a vital area...thats been a hallmark of good DM maps for years now, there's no reason to abandone it.

      And why shouldn't the players work together? They want to win and they have a common goal. Its makes a lot more sense then the standard moron AI most games have where they wait to fight you in order so that you don't get overwhelmed.

    3. Re:Can you say... by Harlequin · · Score: 3, Insightful

      There are ways to mitigate the ambush factor. For example, confine opponents to certain areas (that are smaller than the levels). Allow all the NPCs in each area to congregate (I mean, that's a strategy they should employ). I think some sort of real time balance system would also be helpful. Maybe make the NPCs weaker the higher the percentage of real humans there are. Maybe balance the levels assuming all NPCs will be human controlled and add extra computer bots if there aren't enough humans playing. Maybe use some sort of skill ranking for people who control the NPCs and have that determine how many NPCs there are on a level (or which types of NPCs they can control... as you play the NPCs more, you can become bigger and badder creatures).

      What seems key in this type of game is getting people to actually sign up to play as an NPC. I think they should offer a free client that lets anyone play as an NPC while only people buying the game can be the hero. They could limit the power or level of NPCs used with the free client to lure people into buying the full game.

    4. Re:Can you say... by PingSpike · · Score: 1

      I actually wanted to play the NPC, mainly because I always played a dedicated defenseman in CTF style games and enjoy working with a teammate. You can't take away the things that make being the NPC enjoyable and then expect that giving the client away for free will get them to play it. Just because a game is free, doesn't mean people are going to want to spend their time playing it when its not any fun.

      They just need to design the levels and balance properly. Make so that if all the characters huddle up in one room, they leave several other vital entrances open. The trouble with this is it tosses regular singleplayer aside. I remember thinking it would be fun if the game thief had a multiplayer mode that had humans playing the guards. (There's actually a UT mod that does just that) But the trouble is, a human representing the AI guards in that game would never completely work. Those humans would expect there to be a thief around. And they would know what he was after. You'd have to change the gameplay to work with this. (For the record, I don't know if that mod was any fun...I couldn't find any populated servers when I tried it)

    5. Re:Can you say... by Anonymous Coward · · Score: 0

      >And why shouldn't the players work together? ...

      reading the above post and I had to wonder, will the AIs that take the place of the baddies when no human plays are around be even upto par or will they be brain dead as no time or effort would have been spent on it?

      On a side note, this whole idea reminds me of a old quake TF map of protecting the VIP/president from asasins. (the TF before the crappy HL TF:Original)

      one person has no attack, a few assins and the rest body guards. works well on a reasonablly filled map, but having 4 people was a joke. even worse if the VIP was a noob/ 12 y'o that kept getting killed for going outside their allowed area.

    6. Re:Can you say... by Odin_Tiger · · Score: 1
      Can you say ambush? As in all the human "bad guys" find a place the "good guy" needs to go that also has lots of "bad" NPC, and all point their strongest weapons at the door...

      How much PvP FPS'ing have you done? Because to me, that plan sounds a lot like, "Ok everybody, what we're going to do is all cluster together in one big clump at a bottleneck. That way, the other team won't have to worry about running low on 'nades, because they'll be able to pick us all off in one go, and they won't have to fear getting shot, since they can lob the 'nade into the bottleneck and then duck back into cover. So who's with me?"
      --
      Unpleasantries.
    7. Re:Can you say... by PieSquared · · Score: 1

      I meant more like spread out over an entire room containing an objective or some such thing, and point your guns at the only entrance. For maximum effect make it the gun with the most powerful single shot. Player enters, dies before he can move.

      Anyway, on further thought I really don't think that there will be enough "bad guy" player characters for it to matter. Still, the differences in skills could become terribly unfair for people just picking up the game if this wasn't just a sort of novelty endgame mode or something.

      --
      Does a line appended to your comment give your post meaning in and of itself, or only in relation to those without?
    8. Re:Can you say... by Anonymous Coward · · Score: 0

      I have a couple thoughts on how to prevent ambushing.

      1. The further away human-controlled NPC's get from their spawn location the weaker they get - to a point of uselessness at extreme distances (the human-controlled NPC could possibly have the option of jumping their control to a new NPC that spawns closer to their current location)

      or

      2. Once an NPC moves "X" distance from their spawn location, the human controlling it is automatically transferred to a new NPC with a spawn location closer to where they are at the time (the AI takes over the original NPC and travels back to the spawn location)

  10. Duel-Coop by IMarvinTPA · · Score: 2, Interesting

    I tried making a mod for Quake that did something like this. I called it Duel-Coop. I'm not sure where my page on it has gotten off to, but I have a broken link on my homepage for it.

    IMarv

    1. Re:Duel-Coop by xenocide2 · · Score: 2, Informative

      I don't know what it's doing on a site called "unrealnation", but there is a mirror, I think.

      --
      I Browse at +4 Flamebait

      Open Source Sysadmin

    2. Re:Duel-Coop by IMarvinTPA · · Score: 1

      That's me!
      Good job!

      This was before I got my bigfoot e-mail address apparently.

      Sadly, the mod didn't get particularly popular. But it was a fun experiment.

      IMarv

    3. Re:Duel-Coop by bk_veggie · · Score: 1

      There was an old Quake 1 mod called 'Kill the President' that was almost identical to this, the 'President' had low health, no armor, and no weapon IIRC, then there were Secret Service agents and Assassins. One of the best mods I ever played, along with TF. :)

  11. I had an idea for this type of game by Some_Llama · · Score: 4, Interesting

    My version would be set in a zombie universe ala dead rising or such, but with a mmorpg feel. Single players would start out as normal players aaginst AI controlled zombies, but if they died they could choose to become one of the undead, with infinite respawns (random area respawns).

    The goal would be try to live long enough to escape to a shelter or remote island.

    Ever game would be an instance which would reset if goals are accomplished (everyone zombified, or people escape, etc..) that's the basics but the more I think about it the more possibilities for fun gameplay have seemed apparent..

    1. Re:I had an idea for this type of game by Anonymous Coward · · Score: 0
    2. Re:I had an idea for this type of game by Lehk228 · · Score: 1

      not entirely the same, but http://www.urbandead.com/ allows you to play as a zombie or human, zombies just spend action points to get up, while humans turn into zombies and have to be revivified with a syringe by another human player.

      dedicated zombie players can get the ability "brain rot" to eliminate the chance of being revivified against their will except in certain buildings when a generator is running.

      --
      Snowden and Manning are heroes.
    3. Re:I had an idea for this type of game by Ricken · · Score: 1

      That's a really superb idea! I would really _love_ to play that kind of a game with a bunch of friends, I can picture myself Far Cry-ish environment and freedom with your idea and it would be more fun than almost anything!

      You should seriously consider sending your idea to some of the great developers out there. No wait, you _must_ do it.

    4. Re:I had an idea for this type of game by crabpeople · · Score: 1

      The exact game you are looking for exsists as a mod for halflife 2. The maps are prefixed with ZM_ for zombie mod. One person starts off as the zombie and has to knife other people, who then become zombies. The goal is to get to a high unknifeable place and defend it till the time runs out or all the zombies are dead. Alot of the maps are crap, but Ive almost jumped out of my chair a few times when you turn around and theirs a zombie thats been silently following you for who knows how long.

      --
      I'll just use my special getting high powers one more time...
    5. Re:I had an idea for this type of game by Some_Llama · · Score: 1

      Yeah, that's the basic premise, didn't know about this mod previously, thanks for the link.

    6. Re:I had an idea for this type of game by CAIMLAS · · Score: 3, Interesting

      It exists already as a counter-strike: source mod. It's not very fun, whether because they made the game wrong, or because it doesn't scale well to a FPS game.

      Think about it: zombies need to be shot once, in the head, to die. A person needs to be bitten once anywhere to turn into a zombie. That seems pretty one-sided, when you consider that zombies 'in real life' don't coordinate, whereas the players will coordinate as zombies. It'd get pretty monotonous: you'd either be trying to avoid zombies, or you'd be trying to hide, sneak, or race up to get someone.

      Here's the only way I can see it working: zombies are slow shamblers, except when they get near 'meat' they have a burst of speed/energy due to their desire. Say, just as fast as a human's 'walk' speed, but they don't have a 'run' speed like the humans. They can also become faster by eating meat. Humans would have stamina, so they could only outrun for a short distance; they'd have to rely on other tactics, like shooting and hiding. All of this would require a fairly complex game world, with lots of rooms, buildings, cabinets, and various other places where both humans and zombies could hide.

      Zombies could bite the humans, but the humans wouldn't turn right away; it would depend on how much damage was caused. They might be able to get an antidote, or at least prevent themselves from turning (suicide), if they're fast enough and respawn as a human. This respawning could obviously be prevented by injuring them enough, fast enough, to kill and turn them quickly (group tactics, coming from behind, etc.). Zombies, if shot in the head, would die, but then they would respawn at another location.

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    7. Re:I had an idea for this type of game by PingSpike · · Score: 1

      I've played zombie mod (and still do) but its horribly flawed for a number of reasons. First of all, its not a traditional zombie kind of game. The zombies are fast, virtually unkillable and are played by smart humans. The result is somewhat interesting, but it doesn't really follow the concept of a zombie infestation game. I don't think you can make a game where being the zombie is all that fun. I mean, it sucks being a slow stupid zombie. But thats what AI is for.

      I encourage you to check out Killing Floor, a mod for UT2004. The game isn't perfect and its a bit of a chore to find and join a server, but it can be a hell of a lot of fun. Its the closest thing to what I was looking for in a zombie game. The zombies are mostly slow and pretty tough, but there's different types. There's nothing quite like being backed up to an elevator door, loading one shell into your shotgun before firing it because they've gotten so close...praying that the elevator gets there soon and that its not full of more of them! I had some tense rounds in that game.

    8. Re:I had an idea for this type of game by vaderhelmet · · Score: 1

      A similar idea is part of a multiplayer gametype in Perfect Dark Zero (Xbox 360) and is just about the only cool part of the game. But yeah, it's ideas like that that make gaming more fun. All too often unique ideas are considered too "new" to implement on a full scale. A sad fact in today's gaming industry. Which is why I give props to Valve for hir^H^H^Hbuying a team of college students for the game Portal. Of course it's a tiny side piece of the new Half-Life episode, but it's more mainstream than most ideas in its genre.

    9. Re:I had an idea for this type of game by hameluck · · Score: 1

      Left4dead is a game being developed by Turtle Rock which is pretty much exactly the game you are describing.

      Here's an article:

      http://www.gamespot.com/pc/action/left4dead/news.h tml?sid=6163983&mode=previews

      Here's the teaser trailer:

      http://www.steampowered.com/v/index.php?area=game& AppId=944&cc=--&skin=0

      It'll be available soon.

    10. Re:I had an idea for this type of game by Jaysyn · · Score: 1

      Sounds a bit like "Stubbs the Zombie: Rebel without a Pulse"

      --
      There is a war going on for your mind.
    11. Re:I had an idea for this type of game by Sage+Gaspar · · Score: 1

      There's also Zombie Panic for HL1 and I believe another HL2 mod (at least in the works) that did something similar. There's also No More Room In Hell, which doesn't have the type of gameplay you're suggesting but that isn't a huge leap when it finally launches.

    12. Re:I had an idea for this type of game by Anonymous Coward · · Score: 0

      It's not completely the same, but there was a game in development called Possession (http://en.wikipedia.org/wiki/Possession_(video_ga me)) which had some interesting sounding human vs. zombie multiplayer action. Unfortunately, it looks like the project has been put on hold indefinitely.

    13. Re:I had an idea for this type of game by Arcanis+the+Rogue · · Score: 1

      Ah, I just got a great idea when I read about either humans or zombies hiding in cabinets. The mental image of this brought back memories of a part in the later half of Resident Evil 4 where a zombie busts out of a stove on fire, screaming. This was one of the only parts I was genuinely scared playing that game and I thought that it would be awesome if the zombies in a game like you described had an ability to scream or shriek. They could use this to hide and scare humans, thus adding much more strategy to the game.

      Humans would have to worry about being surprised and actually succumbing to fear, a plausible element in a zombie apocalypse situation, and the Zombies would have that much more fun scaring the crap out of people.

    14. Re:I had an idea for this type of game by CAIMLAS · · Score: 1

      Well, you could make being a zombie fun and interesting. But you'd have to enjoy covert things; ideally, both the human and zombies would have to be fairly covert, so it wouldn't matter: it'd appeal to those who like to be covert (there's an x-box game that does this, but as I don't have an xbox i can't recall what it is).

      Just off the top of the head, here are the things zombies might be able to do which would make it interesting:
      - Mostly impervious to any sort of damage aside from cranial damage.
      - Can regenerate very quickly (ie limbs) by eating anything living (human, animals, plants)
      - No heat signature
      - Stronger than a mere human
      - Able to sense nearby living things (6th sense?)
      - 'hunger burst' where they're faster within a certain radius of something living, allowing them to grab someone quickly
      - No need to breathe (obviously)
      - hive mind (ie radar of some sort - I don't imagine the humans would have this ability), allowing them to coordinate

      Do all that with a diverse terrain, and it'd be great.

      Also, there was a game where you play a zombie who can control a horde - single player. Looks funny and interesting. I don't recall what it's called, though.

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
    15. Re:I had an idea for this type of game by CAIMLAS · · Score: 1

      Great idea! That'd add a lot to the game.

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
  12. Depends by bogie · · Score: 2, Insightful

    Depends if your idea of fun is to have NPC players replaced with 12yr olds that would like nothing better then to ruin your single player game. IF you can can ensure that the NPC players are of a certain quality level and stay in character then yes it could be cool. Pay the NPC players a fair wage and have players rate them and maybe you'd have something.

    I do see that some of this is addressed in the article but overall it appears you'd have to be very rigid in making sure your NPC player strictly follow a story line as opposed to just hoping on and treating this like UT, BF, or any other PvP online game.

    --
    If you wanna get rich, you know that payback is a bitch
    1. Re:Depends by JFMulder · · Score: 1

      Given there's already agamer rating system on Xbox Live, this would seem like the perfect solution to your problem.

  13. Asymetric multiplayer by Chris+Burke · · Score: 1

    If there are other players, whether controlling what are typically NPC mobs or not, that's multiplayer.

    Asymetric multiplayer has been done before, AvP for example, and can be very fun though it is also very hard to work right. It's really not that different than Assault modes in UT, except the two sides are playing drastically different characters. In general, the idea of having one group of "players" who are trying to accomplish a mission, and another group of "monsters" with help from NPCs trying to stop the players appeals to me.

    It's like a lot of things -- if you can make it work, it will be great, otherwise it will suck. Yeah, I know, real insightful.

    --

    The enemies of Democracy are
  14. Griefers & ratings system by PIPBoy3000 · · Score: 3, Insightful

    I'd also have concerns about my son playing a game where live human opponents might jump in and interact with him. We were playing soccer in Garry's Mod and within minutes a griefer jumped on, stole the ball, and wouldn't let go of it. I explained to my son what a griefer was, turned off the server, and turned it on again with a password. Fortunately Sam couldn't read at the time, so he couldn't see the stream of obscenities showing up in the game.

    An entire game that involves folks like that is going to make me steer clear of it. I suspect other parents may feel the same. Kudos to the company for trying something different, though.

    1. Re:Griefers & ratings system by Psiven · · Score: 1

      If you were running the server can't you just kick and ban ther griefer? Mani's admin mod makes it easy to do this.

    2. Re:Griefers & ratings system by Thorizdin · · Score: 1

      The griefer specter regularly gets raised in these kinds of discussions, but my first question to you is more practical. Do you really let a child that's too young to read play FPS games? While there might be some that aren't rated Teen, I doubt the the under teenage market is really what the the developers are after. ;)

    3. Re:Griefers & ratings system by glebfrank · · Score: 1

      Are you also too young to read? The GP stated clearly the kid was playing soccer.

    4. Re:Griefers & ratings system by Thorizdin · · Score: 1

      As an example of why this kind of thing might be cause for concern in an FPS, which is what the entire discussion is about. Perhaps you might want to re-read the OP or perhaps try ginkoba, I hear it does wonders for those with wandering mental focus. ;)

    5. Re:Griefers & ratings system by Anonymous Coward · · Score: 0

      He never said such a game was going to be played by his kid either.

    6. Re:Griefers & ratings system by gumpish · · Score: 2, Informative
      We were playing soccer in Garry's Mod and within minutes a griefer jumped on, stole the ball, and wouldn't let go of it. I explained to my son what a griefer was, turned off the server, and turned it on again with a password.
      That seems like a reality-altering lesson to learn - that there are people who derive enjoyment from inflicting suffering on others. Griefers are just one notch above serial killers. Sadism should be a punishable thoughtcrime.
    7. Re:Griefers & ratings system by TychoCelchuuu · · Score: 1

      I have a feeling that if your son can't read yet, he's not ready to play violent first person shooters. I could understand your concern if this was some sort of single player/multiplayer hybrid bumper cars game, where your son might get matched up against of bumper cars jackasses, but this is a gun-heavy FPS that's probably going to be rated M.

      --
      Against stupidity the Gods themselves contend in vain.
    8. Re:Griefers & ratings system by Anonymous Coward · · Score: 0

      You're a dumbass. Your kid will probably turn into a griefer as well, so suck it down.

    9. Re:Griefers & ratings system by Anonymous Coward · · Score: 0

      That was me on a recruitment drive. Get them while they're young, we say. Once the little nigger learns to read, send him on over our way -- http://gnaa.us/

  15. Perfect Dark by Anonymous Coward · · Score: 0

    Perfect Dark already tried this in a non-online setting. There was a "counter-op" mode where your friends would play against you.

    It was rather boring. I also don't see them getting enough "skirmish" players to actually have many real players in all the story mode people.

    1. Re:Perfect Dark by Vampyre_Dark · · Score: 0

      I enjoyed that mode. I guess if you found it boring, you didn't put as much into it? I can imagine deathmatch not being much fun either with a group of sluggish players who all found it boring.

    2. Re:Perfect Dark by Firefly1 · · Score: 1

      Ah yes, the 'Counter-Operative' mode. The principle sounds like great fun (sadly, I never had the opportunity to play PD); I'd been wondering when someone would take another look at this.
      As has been pointed out elsewhere in this thread, the problem would be folks bringing 'griefing' and 'stereotypical Counter-Strike decerebracy' along with them...

      --
      - White Knight of the Order of Mihoshi Enthusiasts
  16. over-elaborate? by Anonymous Coward · · Score: 0

    If you need 3 paragraphs to explain your game mode it's probably too complicated. Although you could call it "mutant and assault mixed with co-op single player" and be reasonably close.

    I hope they manage to balance for the fact that a) unless they're lucky they won't get a big enough player population to support their proposed skill-matched 25 player games and b) 90% of people will want to play as the elite, when they want it to be the other way round.

    One more observation - single player AI is dumb for a reason. We already have much better bots (e.g. UT) than the AI typically deployed in single player games. It's because getting outsmarted and outgunned is no fun, it's far more satisfying to either chaingun a row of idiot grunts or beat an on-paper equal human player.

    Still, I wish them luck for trying something different. Waiting for a demo...

  17. Depends on the level of the skirmishers by xTMFWahoo · · Score: 1

    I think this would work, assuming the skirmishers weren't that powerful. If the skirmishers were 1/4 as powerful as the elites, the having a bunch of skirmishers attach you, would suck.

    --
    "Patriotism is supporting your country all the time, and your government when it deserves it." Mark Twain.
  18. The flip side by Sefert · · Score: 2, Interesting

    I play a ton of single player FPS - but after I whip it on hard, then I drop the game. Mostly, I stick to the multiplayer. However, I would probably quite enjoy doing the FPS thing as the hero against a ton of other people - my big worry is that it would be the 12 year old's playing the weak nerfed out opposition. I chew through them with all things being equal now - I can't imagine how easy it would be if they were nerfed. This is a cool concept - but I honestly don't think they'll get the balance right. Too hard to acheive. This is a game where if the hero is exceptionally good or except crappy, it's gonna suck. What if all the opposition are competent guys who want to have a good game, but the hero is some 12 year old that just turns in circles, stuck in the next room cause he can't figure out the controls? It'll feel pretty weak pretty quickly.

    1. Re:The flip side by pionzypher · · Score: 1

      This is a game where if the hero is exceptionally good or except crappy, it's gonna suck.

      As opposed to now? I've friends who only play online because the ai is sufficiently sucky that they beat the game in no time. Yet my brother or father suck so bad that they usually give up on fps games relatively quickly.

      I agree that this idea has a stink of probable failure, but it could be a boon for those who are tired of lame ai but want to play a good storyline mode fps.

      --
      I'll believe in corporations having personhood when Texas executes one... - advocate_one
    2. Re:The flip side by jandrese · · Score: 1

      Everybody is worried that the opposition is going to be filled with elite PvP players just looking to gank n00bs, but I suspect the opposite will happen a lot. There will be plenty of players with no idea what they're going playing the grunts and you'll see the grunts shooting their buddies and falling off of cliffs a lot.

      --

      I read the internet for the articles.
    3. Re:The flip side by und0 · · Score: 1

      In "Metal Gear Solid: Subsistence" you have the sneaking mission: one plays Snake and the others seven try to stop him. The seven are quite weak individually, if they are in a smaller number, they are progressively stronger. Who kills Snake will be the next hero. It's usually fun, until you find ladder climber...

    4. Re:The flip side by mwvdlee · · Score: 1

      It would require some sort of real-time metric of the pleyers' quality; if the hero is being butchered, throw in the lesser human enemies and vice versa. It may be hard to get the metrics just right, but it should be possible to get it sufficiently balanced to be enjoyable.

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  19. Balance issues by CheechWizz · · Score: 1

    Alot of commenters are pointing out that most players will probably want to play as elite, one way around that would be to make the mercenary part of the game free.

    1. Re:Balance issues by Tjebbe · · Score: 1

      another is to only let the, er, elite, play elite, for instance by gathering points playing as a grunt. There are problems you could think of with a system like that, but it could level out the playing field (the grunts that are 'too good' get promoted, which they will gladly accept if playing elite is, er, elite enough).

  20. Everquest tried it briefly by nahdude812 · · Score: 5, Insightful

    EQ tried this briefly on their test server maybe 5 years ago. On the character selection screen you were given a "Monster" option. It didn't work, and they took the option off there.

    It's got several problems. None of them are insurmountable, but I would be surprised if any game company could successfully overcome all of them without several significant attempts.

    1) Players will not fill the role they were designed for. Or more accurately they will deliberately choose to disengage from their intended role since that's tedious. You'll end up with all the monsters from a given level grouping up together for a single assault, or camping and taking pot shots. In EQ they had monsters from the level 10 area wander down to the level 1 area and grief the level 1's until someone bigger came along and wiped them out (only to start the cycle again 10 minutes later). You can design a game which prevents the monster from straying too far from their intended purpose, but then how fun is that?

    2) Monster balance and player balance are very different things. Monsters are buffed in certain ways to make up for their lack of real AI. These same buffs are unbalanced when those abilities can be used intelligently. These different levels of buffing will make it challenging to make player controlled monsters balanced for all players. Also as a monster your intended role ultimately is to be defeated by the player. Why do you want to go into a situation you know is likely to defeat you as your primary purpose?

    3) What do you do as a monster until the player arrives? Maybe you're switching around a lot between monsters so you are always near the player, but what if the player skips you (or you don't find the player)?

    4) Especially in games that are approached as single player games, you really need to have a nice challenge gradient. It needs to be doable and the player needs to succeed more than they fail, but not have success be overly easy. Otherwise the player will get bored or frustrated.

    5) If you successfully overcome all of these obstacles, how are you really any different from any other pvp game that has classes? Zomg my rogue can take out a priest before they even knew what hit them, or my hunter can two-shot a mage. What is the real distinction here other than one player vs many (and how do you make the many aspect interesting enough that it's not just a standard pve game all around, and how do you keep it from being so interesting that noone wants to be the single player?)

    The only thing that's different about this from MMO PVP is that one side is the good guy (maybe) and the other side is evil (maybe).

    1. Re:Everquest tried it briefly by LoudMusic · · Score: 4, Interesting

      Or more accurately they will deliberately choose to disengage from their intended role since that's tedious. You'll end up with all the monsters from a given level grouping up together for a single assault, or camping and taking pot shots. Sounds like improvement to me, and exactly what they're looking for. They want the traditional AI characters to be more realistic, do things out of the ordinary.

      The best AI I've played against (the list is short) were the levels in Half-Life where the Marines in the warehouses. They would alert each other and lock down the target, hailing the player with grenades and machine gun fire. If the same units were human controlled and locked into only playing that one particular room, or building, while main character players were streaming through there one after another, it could be lots of fun. The game for the marine players would be to see how many main characters you can kill off. It'd be like goal tending in soccer.

      --
      No sig for you. YOU GET NO SIG!
    2. Re:Everquest tried it briefly by Ponzicar · · Score: 1

      You're forgetting two other things that happened. People also decided to help players (giving them a human controlled pet)or attack other monsters.

    3. Re:Everquest tried it briefly by bill_kress · · Score: 1

      Sorry, but your post didn't sound very imaginative--more likely is that EQ's attempt wasn't very imaginative. They probably just stuck players in the parts of existing monsters which, as you pointed out, won't work (Especially in a RPG like EQ--a FPS would be a better target)

      You would, of course, have to restrict monsters to a certain area, and you'd have to remove the AI "Buffs".

      You'd have to change the rules quite a bit for monsters...

      Perhaps you could only move to a harder area by defeating a set number of players. This would give you a goal at least.

      I'm sure monsters would come up with better techniques like luring and surrounding PCs, taking better advantage of land layout and fixed gun emplacements (The monsters have time to prepare, a PC comes onto the scene without any locational advantage). Monsters could sacrifice themselves deliberately when (and only when) it would place the player at a disadvantage.

      Perhaps each player-monster could control a team, allowing the player to kill more monsters than there are human enemies.

      Monsters could be more RTS--building and maintaining buildings to manufacture and upgrade monsters.

      Many games make a level easier after you have failed it a couple times--the challenge in this game would automatically vary randomly.

      I dunno, there are bugs to work out but it's nowhere near as bad as you describe.

    4. Re:Everquest tried it briefly by Artaxs · · Score: 3, Informative

      You can already play an overmatched pitched FPS battle in America's Army. One of the Special Forces maps -- "Assault". Side A has 24 players armed with only a smoke grenade and an M4 with no scope, while side B is just 6 players, but they are given AR-249 "saw" machineguns and 6 boxes of ammo. Side A has to parachute into the battlefield, and side B gets a bunker to hide out in. Of course, AA is a more "realistic" FPS game where one shot to the noggin or two/three bullets anywhere kills you (or you can bleed to death from a single gut wound) so it still boils down to tactics and reflexes. This new game sounds like it's more suited to the HALO kids with the "heavily armored" quotes and the like. Off-topic, I've often wondered why the Army didn't make the soldiers more durable in their game. It's way too easy to die to be an effective recruiting tool. ;)

      --
      Militant Agnostic: "I don't know, and damn it, neither do you!"
    5. Re:Everquest tried it briefly by BecomingLumberg · · Score: 1

      Actually, I saw a special on this (on either MoJo or INHD) about a month ago. Enlists are encouraged to play the game, quite a bit. The idea is to have current enlists interacting with the general population, promoting the benefits of Army life [don't read politics into that statement, I am representing the Army's desires...]. According to the show, it has been quite effective for them.

      --
      If a nation expects to be ignorant and free, in a state of civilization, it expects what never was and never will be.-TJ
    6. Re:Everquest tried it briefly by baalz · · Score: 1

      Well, seems like pretty much all those problems can be solved by having a well designed (yeah, I know that's the hard part ;) ) cross game for the "monsters" to be playing. You don't want the "monsters" to be sitting around waiting for the "real" players to show up so that they can "play their role". You want to have the "monsters" engaging in their own game, which the "player" has to thwart in order to meet his own goals. Just as an example of what I'm talking about, imagine you've got a game of capture the flag going on, and then a "meta-player" shows up with uber equipment who's task is to grab both flags at once. He's got uber equipment but he never respawns so if you can kill him he'll be gone at which point you want to still be in a position of advantage over the other team, but if he does get both flags at once the game is over so you'll want to work together to a certain degree with the other team. That's just a (probably crappy) idea off the top of my head, but it illustrates what I'm talking about. If you want an idea like this to work, you have to basically have two different games going on, just expecting some people to sit around and play an AI role is indeed doomed to failure.

    7. Re:Everquest tried it briefly by greysky · · Score: 1
      Players will not fill the role they were designed for

      If you were to put together a ranking system or some long-term reward for people that play NPC characters and give them specific tasks to perform, then I would imagine that it could increase the chance people would stick to those tasks.

      Bleed Orange - ride KTM.
    8. Re:Everquest tried it briefly by drinkypoo · · Score: 1
      You can design a game which prevents the monster from straying too far from their intended purpose, but then how fun is that?

      It's plenty fun if their natural enemies come after them when they stray. You CAN do this sort of thing in-character. Besides, you think that dragon the wizard set to guard his treasure stays there because it's a party atmosphere? (I'm speaking in fantasy-genre generalities here, I don't pay-monthly-to-play anything.)

      Monster balance and player balance are very different things. Monsters are buffed in certain ways to make up for their lack of real AI. These same buffs are unbalanced when those abilities can be used intelligently.

      So give player-based monsters different statistics to balance them. That's not even hard.

      What do you do as a monster until the player arrives? Maybe you're switching around a lot between monsters so you are always near the player, but what if the player skips you (or you don't find the player)?

      I propose that when you elect to jump into a monster, you're just placed in the next monster in line to get involved.

      Especially in games that are approached as single player games, you really need to have a nice challenge gradient. It needs to be doable and the player needs to succeed more than they fail, but not have success be overly easy. Otherwise the player will get bored or frustrated.

      Easily handled by handicapping.

      If you successfully overcome all of these obstacles, how are you really any different from any other pvp game that has classes?

      You aren't of course. Except that people can play monsters. Which is pretty cool.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    9. Re:Everquest tried it briefly by PyroMosh · · Score: 1

      That depends on your definition of "effective".

      I'd say that if it's a tool just to "trick" (for lack of a better term) people into thinking Army life is better / more glamorous / less risky than it realy is, then no, it's not a very good recruiting tool at all.

      However if the game is as delibritly realistic as it is so that potential recruits are given a more realistic view of the risks, etc - therefore generating more recruits with a more realistic expectation going into the recruiter, then I'd say it's a good tool for that.

      I have no idea if this is what the Army intended though. For all I know they did it with a philisophy of "any publicity is good publicity" and consider every download a potential recruit.

      I can see it being beneficial for them though. I know if it were me, I'd want *quality* soldiers who know the risks and volunteered for them anyway, not kids who figgured they'd take a gamble for free college money, thinking "it could never happen to me" and hope to hell they never get called on their bluff and actually have to go to war.

    10. Re:Everquest tried it briefly by Anonymous Coward · · Score: 0

      Don't forget that they also *told you what they were doing*, making them easy to beat.

    11. Re:Everquest tried it briefly by JavaRob · · Score: 1

      Also as a monster your intended role ultimately is to be defeated by the player. Why do you want to go into a situation you know is likely to defeat you as your primary purpose? See http://goblinscomic.com/

      It's a tough life.
  21. Irritating by Tainek · · Score: 1

    Personally i'd find it irritating to be a skirmisher and limited in firepower, in most single player games you kill hundreds-thousands of NPC's

    i cant see this being balanced to be fun for all, somebodys going to get the short end of the stick

    1. Re:Irritating by magicchex · · Score: 1

      I imagine that if you were killed while playing "NPC", you'd be respawned and get to attack again. The number and locations of respawns would be dependent on the specific level.

      --
      How many fulltime jobs can one man have?
  22. "The Diamond Age" Ractives by Dunx · · Score: 1

    This seems similar to the ractives in "The Diamond Age", where actors would bid for contracts with publishers to appear as the NPCs in other people's stories.

    The bit that's missing is the bit about being paid to be an NPC.

    --
    Dunx
    Converting caffeine into code since 1982
  23. that is why... by wickedsteve · · Score: 1

    ..."they're beefed up, heavily armored, and heavily armed."

    1. Re:that is why... by Buzz_Litebeer · · Score: 3, Interesting

      To put this mildly, when I was in college I would watch my room mate play through medal of honor allied assault, and he was extremely poor at it. If I had been one of the enemy soldiers with as little hitpoints as they have and all the modifiers against them in easy mode, I would have taken him down.

      Thats the issue I see with this game as it comes out. Even if the single player character is "awesome" if they weaken the little henchman characters to the point were skill no longer matters, then the game will be fun for neither party. The stronger player character will simply mow through them regardless of how much they suck. If the better player on the NPC side is truly a lot better, say me vs my room mate or maybe my Dad or something, then the person playing the single player part of the game will not enjoy themselves.

      My original post was not flame bait either.

      --
      If you don't vote, you don't matter, so don't waste your time telling me your opinion
    2. Re:that is why... by MeanderingMind · · Score: 1

      Flamebait is not necessarily intentional. Whatever your intent, claiming that people who play single player are inherently inferior (going as far to say that they outright suck) to those who play multiplayer was a shortcut to a -1.

      There are certainly many people, such as your roommate, who are really bad at the game. However, not all of them play single player.

      Your point about the potential superfluousness of skill is interesting, and will probably be what makes or breaks the game.

      --
      Thunderclone: ONE MAN ENTERS! TWO MEN LEAVE! ONE MAN ENTERS! TWO MEN LEAVE!
    3. Re:that is why... by cbrichar · · Score: 0

      As a Sunday gamer who gets his ass handed to him nearly every time he logs online to play against live components, I completely agree with the parent. I enjoy FPSs very much, but have no delusions concerning my level of expertise comparative to the average player.

      I tend to dedicate myself almost entirely to the SP campaigns, one of the reasons being that I enjoy taking a slow stealth approach to these games. Part of the fun in many SP campaigns comes from the fact that the enemies are not actively looking for you at the start of the mission - they're doing their rounds, they're sneaking off on coffee breaks... They don't know you exist.

      However, I love the idea of more intelligent opponents - as others, I always think back fondly to the HL marines. I just want them to be intelligent and realistic for the setting, which may be too much to ask.

    4. Re:that is why... by cornjones · · Score: 1

      So if you are playing in single player mode and you get to a point where there is some evil bastard in the multiplayer that you just can't beat even w/ your "advantages", what do you do? Join another server? Play later? Either of those is annoying. Whether the annoyance is balanced by how much better a game w/ RI enemies is yet to be seen.

  24. Man on a mission by nuggz · · Score: 1

    I think it's an interesting idea, of course it's really just making a multiplayer RPG with different goals. You could easily have multiple different possibly conflicting missions.

    I can easily see Rainbow6/SWAT living in a Simcity world. It could be like the real world only different, maybe some sort of Second Life or something.

  25. Jedi Master Mode by Anonymous Coward · · Score: 0

    This reminds me of the old Jedi Master gametype from JKII. When the map started, it was a race to be the first one to pick up the map's only lightsaber. Whoever got to it became the Jedi Master, and everyone else tried to kill him. It probably had the fewest people playing of all the modes, but behind Duel it was my favorite.

    Aside from having the only saber (which was a 1 or 2 hit kill), you got every force power maxed and a force pool way bigger than usual. You had abilities like force sight, which at it's highest level was basically a wall hack. You could see every player on the map, no matter where. It also let you dodge all sniper fire as long as you had it running. On certain maps, the Jedi was next to impossible to beat if they were any good. That is, unless two people cooperated to take him down, intentionally or not. The powers made the jedi all but immune to attack from whoever he was fighting, so you had to have one guy draw his attention and another shoot him in the back.

  26. Flop by shoptroll · · Score: 1

    This sounds like one of those great on paper ideas. How much bandwidth is this going to require of the person playing story mode? This is essentially going to require them to be a listen server so that's something that raises a red flag immediately in my mind. No one is going to want to drop in on someone's game which is being played on a standard DSL or Cable line and have 5 other people playing as well.

    The idea sounds good to some degree. It sounds like they're trying to implement something like a DM mode from NWN in a FPS.

    This cross-play idea isn't new really. Spore brought the idea forward when it was announced almost two years ago. Sure players aren't actively controlling the creatures in your world, but everyone else playing the game does have an impact on your world. Everyone is in their own private sandbox because Wright and the rest of the designers didn't want to have griefers causing pain for people.

    Some games like Kingdom of Loathing use a similar idea. It's massively multiplayer in the sense that there's about 1000+ people logged in, but player interaction is limited to buffing, trading, and very limited PVP.

    --
    Insert Sig Here
  27. North vs. South by Jad+LaFields · · Score: 1

    Does anybody remember the old NES Civil War-themed game North vs. South? It had a bunch of mini-games, one of which was essentially a basic side-scroller with one player trying to run to the end of the level (a fort, I think) controlling your usual videogame character: can take quite a few hits more than the common bad-guy, has longer-range attack, etc.), while the other player had a twenty weak (one-hit and you die) characters who he could throw at his opponent one at a time (essentially having twenty respawns). The second player's goal was to kill the single commando-guy before he reached the end of the level.

    Anyway, essentially what it boiled down to was it was pretty fun getting to play on "the other side" as the weak but well-numbered cannon fodder. I can see this idea, if done right having the same feel.

    --
    [SIG] It's like putting a moose in the blender -- a recipe for disaster!
    1. Re:North vs. South by 1arkhaine · · Score: 1

      I remember that game. The little mini-games were probably the most fun, though overall I think it was just a great game. Many fond memories playing that with my brother as a kid...

  28. Ranking system? by ksm2552 · · Score: 1

    I wonder if would work better if they designed some kind of ranking system, similar to the way Halo ranks you on Xbox live. That way, you would hopefully be playing against people of comparable skill.

    1. Re:Ranking system? by bcmm · · Score: 1

      Alternatively, NPC skill could be unpredictable. That would also be realism.

      --
      # cat /dev/mem | strings | grep -i llama
      Damn, my RAM is full of llamas.
  29. Don't hate the PKs, give them what they want by Squiggle · · Score: 4, Interesting

    I've been waiting for a game to do this for ages. In theory it makes great sense, players enjoy different aspects of a game but usually have identical game experiences. For example, some players enjoy having every advantage over their opponents (and become known as "griefers" who prey upon those that are unlikely to beat them). It seems better to create a game mechanic that turns that style of play into something enjoyable for both sides rather than artificial rules that prevent player interaction.

    I just wonder how many players will be interested being an expendable minion. The article/company claims that the PKs will be drawn to this role, but the griefer PKs will likely prefer the "elite" role that is closer to a PvE experience (griefing has always been closer to a PvE experience, but with realistic suffering/domination). The real PvP people usually prefer "fair" fights which might not make them that interested in fights against "elites". I suppose it depends on how it is balanced. If the fight is fair, but just asymmetric so that one side has few troops with great power and the other has many troops with little power, most PvPers shouldn't have an issue with that. I suspect though that the "elite" experience is supposed to be more like a PvE experience, i.e. you almost always win. In that case the minions can only strive for stats: to be the best of the chumps which may have limited appeal.

    Regardless of the success of the mechanic, it is a great experiment. I can't wait to play.

    --
    Complexity Happens
    1. Re:Don't hate the PKs, give them what they want by Anonymous Coward · · Score: 0

      PK's are fags, end of story.

    2. Re:Don't hate the PKs, give them what they want by Kelbear · · Score: 2, Interesting

      You may or may not(probably not) have heard of Natural Selection. A HL1 mod. This pitted teams of Marines against teams of Aliens. The marines begin with rifles, while Aliens begin with teeth and the ability to walk on walls and ceilings. When playing in the RTS/FPS hybrid mode where a commander builds a base and commands players like units in an RTS, the players received all upgrades, armor, ammo, and weaponry from the commander, or would otherwise begin equipped with just the basic equipment. Aliens have no commander, but receive points for killing marines and structures in order to evolve to higher lifeforms.

      What would happen is that Aliens spend most of the game as the fragile but damaging Skulk, but then they may encounter a marine that the commander stacked resources on, and is now decked out in Heavy Armor, and a Heavy Machine gun. And it would take the entire team zerging that one marine only to get blown away countless times before finally whittling him down.

      And who gets the credit? The one who killed the marine. That's not very satisfying for the other 7 or so aliens who helped you bring the super-powered marine down. And it wasn't all that fun to run into inevitable doom, knowing that you'll die, but just hoping to wound the enemy just enough to get them several ambushes down the line. It involved a lot of waiting to respawn and a lot of just running. A chore to get strangers to work with you on ambushes instead of just charging in and giving away everyone's position.

      This is just one rare situation in that game, and is NOT representative of Natural Selection as a whole. But when this occurs, I think it parallels the idea of a single uber-player up against a horde of weak "NPC" players. It's not very fun for the "NPC" players who get reamed by such odds, and kill credit is only given to one NPC.

  30. Could work if it's not an open system by Viperion · · Score: 1

    If they let the elite have control of how many Skirmishers joined them, or of who the skirmishers are, this could work. For example, the Elite lets two skirmishers play, the skirmishers get fragged, their control jumps to another NPC. Or you had some kind of 'ladder match' where you iterated through a single player level with players taking turns at the Elite spot. That could work. But yeah, it probably won't work well with an open join world. Unless you're a guy who wants a real challenge to beat a bunch of griefers.

  31. Ain't that good? by Wooky_linuxer · · Score: 2, Insightful

    People usually complain that NPC sucks, the AI isn't advanced enough... so if they set traps, why bother? A single person rushing into a storm of baddies isn't supposed to be easy. Of course, FPS aren't remotely realistic in that aspect - Gordon Freeman beating a crapload of aliens, Doom Marine disposing of hordes of demons, Masterchief, pick your poison. Even the dummiest and underarmored grunts would eventually overwhelm a lonely player. Jedi Knights would probably make an interesting fight though (Clone Wars style, not the pussy they were in movies).

    --
    Where is that guy who'd die defending what I had to say when I need him?
    1. Re:Ain't that good? by GeckoX · · Score: 4, Funny

      Paraphrase:
      It'll suck because the fictional heroes aren't realistic.
      But if they based it on this particular fictional hero it'd rock!

      Conclusion:
      You're not making any sense man!

      --
      No Comment.
    2. Re:Ain't that good? by BecomingLumberg · · Score: 1

      Or, another paraphrase (ala Kevin Smith): There is only one 'Return', and its 'of the Jedi', not 'of the King'!

      --
      If a nation expects to be ignorant and free, in a state of civilization, it expects what never was and never will be.-TJ
    3. Re:Ain't that good? by Wooky_linuxer · · Score: 1

      Never thought of it that way... but I beg to differ. Most fictional heroes aren't portrayed as significantly more powerful than their counterparts. This particular fictional hero (Jedi) is. This makes a difference in gameplay and suspension of disbelief, since inside the Star Wars universe a Jedi winning against dozens, if not hundreds of lesser enemies is not uncommon. So it'd actually fit within the environment. (most of) The others fictional heroes cited and portrayed in most FPSs do not share this trait.

      --
      Where is that guy who'd die defending what I had to say when I need him?
    4. Re:Ain't that good? by GeckoX · · Score: 1

      Oh bs. Doom's protagonist is a futuristic marine who's job it is to fight these alien beings. That is his JOB. Most games set up the protagonist with a background suitable to what they will be fighting against.

      Even Half Life. Sure, he might not be up to doom marine standards, but his brain is a whole lot bigger. He's a very smart guy, lots of crazy tech at his disposal, and hey...the added incentive that he wants to save the world!

      On the other hand, these mystical Jedi you speak of have 'magic' in them that elevate them to a capable level. If you really think about it...which one's pretty much completely unbelievable?

      --
      No Comment.
    5. Re:Ain't that good? by Wooky_linuxer · · Score: 1

      Oh, now I get it. You're some kind of anti-Jedi freak, heard about them but never quite believe they were real. Nevermind, your technological prowess are no match to the power of the Force. Just keep peniciline away from their midichlorians and Jedis will kick Marine's and Gordon's ass any day.

      But indeed, take a Doom marine and a Hellknight. A Hellknight is stronger, has more health, more firepower (and what prevents him from picking up a BFG anyway?) and he would win if the AI wasn't dumb on purpose. Not even talking about Cyberdemons here. Freeman? So, he can solve FFT transforms without a calculator, and that helps him kicking Combines ass? In the start of HL2 he only got a peashooter and a crownbar (what's the fixation with the crownbar anyways?) and fight a dozen combine guards armed also with peashooter. One peashooter vs dozen of peashoters = Gordon Freeman dead, I am sorry.

      I am not talking about Jedis here, just that the feats most charachters perform in their own universe's values are highly unbelievable. If you're not comfortable with Jedis, pick another similarly powered charachter, such as Neo in the Matrix.

      --
      Where is that guy who'd die defending what I had to say when I need him?
    6. Re:Ain't that good? by GeckoX · · Score: 1

      Do you not see how ridiculous you are? You continue to argue the unbelievability of sci-fi/fantasy game characters while touting the merits of other, equally unbelievable, sci-fi fantasy characters.

      Here's a clue: It's sci-fi and fantasy, in games no less. It's called suspension of disbelief. If you don't get that, I strongly suggest you seek professional help sooner than later.

      --
      No Comment.
    7. Re:Ain't that good? by Mant · · Score: 1


      Here's a clue: It's sci-fi and fantasy, in games no less. It's called suspension of disbelief.

      I rather think that is the point. Suspension of disbelief require some internal consistency in fictional universe. So it is consistent when someone with superhuman powers like a Jedi performs a superhuman feat like wading through hundred's of. If isn't when a normal guy like Freeman does it. So you need additional suspension of disbelief to buy it, on top of buying the setting.

    8. Re:Ain't that good? by Wooky_linuxer · · Score: 1

      Exactly. It is akin to buying into Superman saving a falling airplane. As long as you actually buy that a being such as Superman can exist, it makes sense (and it wasn't even exciting). Now, would it be realistic, inside DC Universe, if Batman would do the same thing? That is how suspension of disbelief works: you choose to believe into a set that may not be realistic per se, but it is somehow coherent as presented to you. But I am probably just stupid in defending a point of view that doesn't fit inside someone's little world. I am ashamed.

      --
      Where is that guy who'd die defending what I had to say when I need him?
    9. Re:Ain't that good? by TheLink · · Score: 1

      Actually AIs can be pretty good, and you don't even need some silly AI hardware.

      The problem is in most FPS even a small team of similarly equipped AI enemies WILL kill 99% of the human players.

      So you'd have to overpower the humans and weaken the NPCs - so it'll be like Godzilla vs intelligent bunny rabbits ;).

      --
    10. Re:Ain't that good? by Boogaroo · · Score: 1
      Now, would it be realistic, inside DC Universe, if Batman would do the same thing? That is how suspension of disbelief works: you choose to believe into a set that may not be realistic per se, but it is somehow coherent as presented to you.


      Ok, how about the times when Superman beat the living hell out of Batman. Superman would have had to do it gently, because no matter how fit you are, when Superman hits you you're history.

      Suspension of disbelief does not require that someone be a super-hero to overcome insane odds or stronger enemies. The concept of the "every-man" hero is extremely appealing regardless of how realistic it may really be. Your point in Batman is a perfect example. He's human. A well trained, smart, and loaded with gadgets...human.
    11. Re:Ain't that good? by Wooky_linuxer · · Score: 1

      I quite agree. In Miller's TDKR, Batman actually beats Superman... as you pointed out, Batman is a smart and well trained human with a huge disposable income to buy his gadgets. In a Batman game that used real people as NPC, Batman could have armor, gadgets, and who knows else what he brings in his Bat-belt that would allow him to overcome the mobs. Perhaps I am not making myself clear enough: I am not saying that only superhuman characters achieve suspension of desbelief inside games. The question is that to achieve it with an every-man hero in a videogame, the AI has to be dumbed down. You can dumb it down smartly - i.e., make the AI controlled foes look smart even when they aren't - HL and HL2 are pristine examples , the AI feel tough but it isn't really. Or you can use straight dumb NPCs such as the ones in DOOM3. Problem is, either trick won't work with real people behind NPCs. So the characthers have to be actually weak - no more Hellknights or Gunships. Which leads to a game that isn't remotely exciting. That's what I meant: the only games that would be suitable to use people behind NPCs are the ones in which the setting leads to charachters that already are on a superhuman level.

      --
      Where is that guy who'd die defending what I had to say when I need him?
    12. Re:Ain't that good? by Boogaroo · · Score: 1

      Thanks for the followup. That makes your point much clearer and I was figuring on something similar such as giving the mob super weak weapons or health. Still, that would effectively be the same thing as making the hero a superhuman since regulars would be underpowered. I agree with you, there's no easy way around it.

  32. Asymmetric goals. by not-enough-info · · Score: 1

    When killing is the ultimate goal in the game, yes PvP will just boil down to these kinds of problems, tactics, and boredom. Which is why I think a lot of people are tiring of the same old FPS.
    What happens when the "monsters" and the "players" have asymmetric goals? What happens if you really can't kill them at all in the PvP setting? I think there's been a lot of progress lately in this respect wrt level design in single player that can be directly applied to a PvP setting.

    e.g. 2 types of multiplayer "monsters" battle it out in a turf war. The single player game can then be to:
    a) survive in the midst of the greater conflict
    b) become an initiate of one of the opposing factions
    c) run a trade and logistics business in the war
    d) become a heavily armed merc and sway the battle for the under dogs for prestige
    e) serve as a diplomat by politically controlling game resources
    etc...

    In fact, the "monsters" might not even have an incentive to kill the single player at all. If the single player provides some strategic advantage against the other faction, the "monsters" might very well want to court the single player and keep him alive and in the game helping their side. Alternatively, they may want to eliminate him to reduce the other faction's advantage...

    In any case, there's plenty of opportunity. I think the real progress here is if the developers are willing to challenge the expectations of what a FPS should be. Whether the game turns out good, bad, popular, or unpopular, it's still valuable progress.

    --
    ---k--
    </stupid>
  33. This is old by CODiNE · · Score: 1

    Perfect Dark... year : 2000.

    --
    Cwm, fjord-bank glyphs vext quiz
    1. Re:This is old by steveo777 · · Score: 1

      That's exactly what I was thinking. We played that game a lot. Eventually I got so good at it that my roommates would no long play with me. So we started doing multiplayer vs. main. This mode was a lot of fun because we could put it on any difficulty and my roommates wouldn't get so angry when they could kill me quicker and join up against me. They got lots of respawns, I got none.

      --
      This sig isn't original enough, it's time to come up with something witty...
  34. Auto-Nerf by way2trivial · · Score: 1

    re; your #1, auto-nerf the monster player. Constantly monitor the former NPC role abilities and powers based on location.

    If they wander down to the level one area/levels, reduce the monster level to level 3, if there are 40 of them within a certain space (on-screen together) , make them level one or even negative levels of ability.... or make them cross-attackable if they are too densely in an area..

    If the monsters abilities are tied to the region, the motivation to go grief a bunch of beginners fails.

    --
    every day http://en.wikipedia.org/wiki/Special:Random
  35. I had this idea a few years ago... by Samurai+Cat! · · Score: 2, Interesting

    ...back when I was tinkering with an MMOG design (yeah, like half the world out there, I know).

    The idea was, whenever a player reached a certain repeatable milestone - X hours played or whatever - they would get a chance to "jump into" a boss-level mob out in the world somewhere. So when a party of players encountered that boss mob, it would be another player controlling it and not just an AI. The critter-playing player wouldn't be given any indications as to who the players were - depending on the intelligence level of the mob in question, the critter player would just see X number of pieces of meat walking around, or perhaps basic shapes (say a mob can pick out a magic using enemy vs. a melee-oriented enemy), that sort of thing, to help prevent griefing of certain other players.

    The critter-playing mob would have a certain amount of time they could control boss mobs - say a few hours, total - and could use their time as they saw fit, piecemeal or all at once. I figure I would have also built in some sort of alert system - i.e. when a player had some critter time available, they could turn these alerts on - so that when normal players were getting close to a boss mob encounter, alerts would go out to the players with critter time letting them know, so if one wanted to hop in, it wouldn't be too much of a wait until the party arrived and the fun began, and they would get the most out of their critter time.

    --

    "People" using "unnecessary" quotes should be "shot".
  36. Madden has this also by the+computer+guy+nex · · Score: 1

    You have the option to play any game of your singe-player "franchise" schedule against a real player. He will simply assume the exact team/roster you are playing that week.

    Not many people did it, but it worked fairly well since online Madden is almost always 1 on 1. I don't see a decent number of people volunteering to take the place of NPC's.

    Flop.

  37. here's an idea by Anonymous Coward · · Score: 0

    heres an idea for ensuring balance as close as possible: the first few levels will be difficulty metering, it will get progressivly harder computer contorlled ai up to the point where it is no longer possible for you to keep the charachter alive. at that point the system can determine the skill level of the player. have multiple difficulty level servers setup for gameplay and allow only the servers in your skill level to be entered for play. i think that would be the closet thing to help the situation that worries most people in check. it would be harder for highly skilled players from mobbing a low skilled player. it would help to ensure that the game is just hard enough for the players to have fun, and easy enough to keep the people playing.

  38. Counter-Strike by Enderandrew · · Score: 1

    I would call this innovative, but ultimately isn't this what Counter-Strike started in a sense?

    There is an actual mission where you play against fellow players? This seems to be a larger extension of what Counter-Strike already does. While not wholly innovative, I think this is a very good idea. Too bad my FPS skills are so weak. I enjoy a FPS with good ambiance and story, but I'm a poor FPS player since I rarely play them.

    --
    http://blindscribblings.com - Tasty pop-culture in conceptual fashion.
  39. Other players by PIPBoy3000 · · Score: 1

    I figured that playing soccer was a pretty tame thing for a seven year-old to do. Of course, soccer with profane jerks wasn't quite what I was hoping for.

    In general, though, Sam's pretty comfortable with FPS's in general. He doesn't get to play Doom 3 or similar games. He did play HL2, which I felt fine about.

    I don't think I'd like him playing multiplayer games with people outside our family, though. That's a bit outside my comfort level.

    1. Re:Other players by ElleyKitten · · Score: 1
      I figured that playing soccer was a pretty tame thing for a seven year-old to do. Of course, soccer with profane jerks wasn't quite what I was hoping for.
      He's seven and he still doesn't know how to read yet? Get him off the games and buy him some books!
      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    2. Re:Other players by Anonymous Coward · · Score: 0

      Fuck man, I thought your kid was like 4 or less if he couldn't read. Sheesh. Quit posting on Slashdot and do some parenting.

  40. RTS? by MindStalker · · Score: 2, Insightful

    I think this would be a lot better if the simple players were controlled from just a few humans view overhead map controls like an RTS. Let the AI take care of the small details and let a human take care of the strategy. Would be a lot better than the CONSTANTLY dying that would occur in FPS mode.

  41. Like Roleplaying... by Anonymous Coward · · Score: 0

    Like if you ran a hunting sim, if you play as the deer you get points for eating grass, copulating, beating other deer, etc. If you're the hunter, you get points for killing deer. (or maybe playing a bear would be more fun...)
    As long as the balance is good, it could be interesting.
    Also, AI-run opponents are usually absurdly strong, to make up for how stupid they are. If you put a human behind one of those elemental things in WoW, for instance, he's be unstoppable.

  42. I think you've got the griefer role reversed by jchenx · · Score: 1
    I just wonder how many players will be interested being an expendable minion. The article/company claims that the PKs will be drawn to this role, but the griefer PKs will likely prefer the "elite" role that is closer to a PvE experience (griefing has always been closer to a PvE experience, but with realistic suffering/domination).
    I don't think you quite understand the mentality of your average griefer. It's not that they like having more power, or enjoy beating up on people. Rather, they get joy out of causing grief to others. In team games, that can mean being a total ass and team-killing, or causing havoc and preventing your team from doing well, etc.

    I would imagine that many griefers are going to want to be in the non-Elite role, and do their best to be a total ass for the "Elite" player. The latter is looking to get through the single-player campaign, and they're supposed to be able to take down a few mercenaries along the way. Well, a couple things the griefer would do to spoil that: run around constantly to avoid being killed, camp in weird locations, exploit bad map geometry (etc), or better yet, get a bunch of griefer friends together and find a way to constantly kill the Elite, so that they can't get to the next part of the campaign.

    Yeah, that sounds like a lot of fun. :P

    That said, I do think it's an interesting idea, and I like to see that there are still developers willing to take risks and innovate. But they're going to have a lot of challenges to get through first.
    --
    -- jchenx
    1. Re:I think you've got the griefer role reversed by tepples · · Score: 1

      Well, a couple things the griefer would do to spoil that: run around constantly to avoid being killed, camp in weird locations, exploit bad map geometry (etc), or better yet, get a bunch of griefer friends together and find a way to constantly kill the Elite, so that they can't get to the next part of the campaign.

      I've had AI opponents dodge, camp, and team up on me when playing as the hero in various single-player games. What's the issue here?

    2. Re:I think you've got the griefer role reversed by jchenx · · Score: 1
      I've had AI opponents dodge, camp, and team up on me when playing as the hero in various single-player games. What's the issue here?
      Normally, you can adjust the difficulty level if you're having a hard time in a shooter. AI being too cheap? Or you're just not that good? Simple enough, tweak the settings down, and you should be able to get by.

      I can't really see that working in this system. Sure, it will try to quick-match your rating, pitting you against people that it thinks are at your skill level. But that's an awfully easy thing to grief. (Pretend to be really bad, so that you get matched with FPS newbies ... then proceed to kick the crap out of them, even if they are Elites)

      Besides, in games, the AI will dodge and camp normally. But what I'm talking about are opponents that find ways to do things that no AI would ever be programmed to do. For example, let's say that as the Elite, you're supposed to kill every last mercenary. So, as an asshole thing to do, I can just backtrack the entire level and make it very difficult for you to even find me, let alone kill me. That's not what an AI will do. Yeah, the designers can get around this by not having those type of objectives, but you can see where there's a challenge in designing objectives around NOT being griefable.
      --
      -- jchenx
    3. Re:I think you've got the griefer role reversed by tepples · · Score: 1

      For example, let's say that as the Elite, you're supposed to kill every last mercenary. So, as an asshole thing to do, I can just backtrack the entire level and make it very difficult for you to even find me, let alone kill me. That's not what an AI will do.

      Yes it does. Yoshi, a block-stacking game for NES and Game Boy, has a "B-type" mode where the player is supposed to remove all blocks from the field. The random piece generator likes to asshole me by repeatedly not giving me the exact set of blocks I need to finish the level. In fact it is a roughly 1 out of 36 chance that the next pair of blocks is going to be appropriate.

      Yeah, the designers can get around this by not having those type of objectives, but you can see where there's a challenge in designing objectives around NOT being griefable.

      It's called play testing.

    4. Re:I think you've got the griefer role reversed by jchenx · · Score: 1
      Yes it does. Yoshi, a block-stacking game for NES and Game Boy, has a "B-type" mode where the player is supposed to remove all blocks from the field. The random piece generator likes to asshole me by repeatedly not giving me the exact set of blocks I need to finish the level. In fact it is a roughly 1 out of 36 chance that the next pair of blocks is going to be appropriate.
      So, the conversation is about an FPS game and how the AI typically reacts in them, and now you throw in a puzzle game example?

      There are plenty of games across all genres where the AI is cheap (fighting games, especially, make me mad). But again, I was referring to AI opponents in a FPS. No developer is going to code the AI to do something like backtrack a level to grief the user. You could have situations where the AI inexplicably does something stupid that could irritate the player (camp in a really bad spot, etc.), though.

      That said, given the complexity of FPS games (very wide range of actions) versus, say, a 2-D puzzle or fighting game ... more often than not, the AI in an FPS is too easy because they do dumb things. Not the other way around. The default way of increasing the difficulty in FPS games has typically been to artificially do things such as increase the damage of the AI or add more opponents ... settings that are much easier to tweak up and down.

      It's called play testing.
      Your quote reminds me of that game design school commercial that everyone makes fun of. It's the one where the guy casually says something like "Oh, just tighten up the graphics on level 3".

      You could end many debates with "It's called play testing.", but that's a cop out. Besides, play testing is not the be-all-end-all to catching problems, especially when the issues might be with the design itself. So, if during play testing, someone runs into a balance issue, it's easy for the triage team to think, "Well, I guess that's just part of the design" and let the problem continue (especially if you're tight on deadline, and fixing it means re-doing a significant part of the design). That's why it's always worthwhile to have gameplay discussions early on to root out potential issues, rather than think, "Well, play testing is where we'll find and fix all the problems."
      --
      -- jchenx
  43. So did the "Minions of Mirth" RPG... by xxxJonBoyxxx · · Score: 1

    The "Minions of Mirth" RPG (http://www.prairiegames.com/) did this too - I remember playing as a skeleton for a while.

    (Not sure why you'd call an RPG "Servants of Laughter", but WTF do I know?)

  44. Suspension of disbelief by kuerin · · Score: 1

    When I play a game in single-player mode, I expect my opponents to behave realistically within the context of the game world. Enemy characters should exhibit the instinct for self-preservation (unless they're jihadists) and should employ tactics that would be sensible in real life. I can't suspend my disbelief if an enemy trooper is bunny-hopping. The problem with putting a human player in character is that there's no way to force him to act as though he has only one life to lose; even if he does have only one life per round, that's a poor approximation of the consequences of dying in reality.

  45. Animal Crossing by tepples · · Score: 2, Insightful

    The Hobgoblin of story-based FPS is that predictability of the NPCs

    NPC predictability gets even worse in another video game (albeit not first-person, not shooter) whose title includes "Crossing". The game Animal Crossing for Nintendo GameCube is intended to be played in at least 730 sessions spanning 365 days, but the NPCs run out of things to say after about seven.

    1. Re:Animal Crossing by SP33doh · · Score: 3, Funny

      hey... uh.... can you deliver this letter for me?

  46. IPWNUNUBZ by Anonymous Coward · · Score: 0

    "Elites are gamers playing the game in story mode. They're beefed up, heavily armored, and heavily armed."
    Sounds like the "single player" will have an advantage over all the PVP'ers, perhaps twice as much health, more rounds, more armor, better weapons. I think this sounds like a great idea, good for people who want the next level of A.I. in their NPC's.

  47. Abstract, cartoonish FPS looks l[E]ss viol[E]nt by tepples · · Score: 1

    Do you really let a child that's too young to read play FPS games?

    Some early first-person shooters were Atari's Battlezone and BPS/Xanth's Faceball (originally published as MIDI-Maze for Atari ST). These were extremely abstract by modern standards and would probably be rated E if published today. The cartoonish Jumping Flash! first-person platform shooters for PlayStation were also rated K-A (now called E).

  48. Of course Pippy bunny-hops. She's a bunny. by tepples · · Score: 1

    I can't suspend my disbelief if an enemy trooper is bunny-hopping.

    Even if the enemy character looks like an anthropomorphized rabbit? Remember this when you run into Bunnie, Dotty, Genji, Pippy, Claude, Gabi, Coco, Gaston, Doc, or Snake in the Crossing.

  49. Look at Pokemon by tepples · · Score: 1

    And who gets the credit? The one who killed the marine. That's not very satisfying for the other 7 or so aliens who helped you bring the super-powered marine down.

    I think Pokémon, a role-playing game for Game Boy published by Nintendo, solved that issue rawther well: each of your own gamecocks who has attacked the opponent creature receives a share of the experience when the opponent faints.

    1. Re:Look at Pokemon by Kelbear · · Score: 1

      ...I'm afraid to click that link. Even if it is Wikipedia. My cursor just doesn't want to go near it.

      That is the solution that was eventually introduced into Natural Selection. All aliens in the area are awarded a share of experience(Often a teammate acted as bait as an important contribution to the kill, but that doesn't always involve damage.) however, the kill count problem persisted though the experience side was alleviated somewhat.

      However, the experience was divided between players. So what if a leech just sits there eating XP by just sitting around a corner nearby? It's hard to determine credit here.

  50. Singleplayer wanders on to 2-team multiplayer by auachapan · · Score: 1

    I think it would be even better to have the single-player "wander" into 2-team multiplayer competitions. The single-player may have a completely different goal than the 2-teams, but will feel like he or she is crossing through a more realistic conflict.

    I'll use Enemy Territory as an example since I've played that more than most multiplayer FPS.

    The single player has a mission to just "escape" by going from one end of the map to another. Or something simple like that. He has to start on, say, the Axis side of the map, maybe not even that far from the current Axis spawn, and make his or her way across to some point on the Allies side of the map.

    I'm thinking of a map, like, tc_Base. The Allies are trying to Dynamite the Axis radar, meanwhile, Joe SinglePlay is trying to escape from the same compound. He will have to dodge through Axis soldiers who perhaps have some incentive to shoot the player.

    You could just use current multiplayer servers, and drop the occasional single-player into the action as if the player "wandered in"

    I think this would give the multiplayer players "something to do" besides sitting around and talking about the latest Stormtrooper rifle until the Jedi force pushes them down the shaft (Jedi Knight II).

  51. Flop! by Banner · · Score: 2, Insightful

    One of the reasons I don't play multiplayer PvP type games anymore is because I don't have the time to play continuously, only now and then. So I don't have the skills that 14 year olds who do nothing but play all day (and who have all the lastest exploits and robot hacks running), who do nothing but trash talk and rnu around blasting everything that moved.

    So to sum it up: I go there for enjoyment, not to listen to crap and get 'powned' by L33T uber hackers without a life. Probably the vast majority of FPS players feel the same way.

  52. Who wants to be a skirmisher? by Wilson_6500 · · Score: 1

    The only reason I can see someone who usually plays a lot of multiplayer games (e.g. CS or variants, FEAR Combat, etc.) wanting to be a Skirmisher is, basically, because these people are obsessed with "skill." Skill usually involves taking the most numerically powerful/useful/"best" weapon in the game and perfecting aiming with it to the point of stupidity (e.g. the AK-47 in CS or the RL in Quake). These folks, if they end up filling the Skirmisher role, will probably find the "best" Skirmisher weapon and do exactly this, then compete for who can be the first to get the killing headshot on the Elite.

    What I feel that they _intend_ is for casual gamers to go into the Skirmisher role _knowing that they have basically no chance of winning against the Elite._ They'll fight and fight and, as mentioned, occasionally take down an Elite. The problem is that most casual gamers, I believe, don't play the multiplayer portions of these games (they definitely don't after the games have been around a few years and all the 1337 kiddies have twinked out their skills)--and they don't play the multiplayer much precisely because they believe they have no chance against people who play so much of these games. Rather, the casual gamer will be attracted by the single player portion and thus the level playing field offered when they have a bunch of extra health and better weapons than the Skirmishers.

    I will give them that the dynamic has some merit. It will be _very_ interesting to see how it plays out. If nothing else, it's an excellent way to get out of having to push the A.I. envelope. I am highly disappointed to see that they're trying some inane matching for the non-story missions (please let me pick my own servers), and also that there may be a queue as a result of this (i.e. you're forced to wait fifteen minutes before you can play the next level because no servers are free). I'm also sad to see that the game looks like it's following the counterstrike-style "cops and terrorists" system--although they say it takes place in different dimensions or whatever, I have the feeling I'm going to see a lot of FAMAS (which is OK, I guess) and AK-47s (of which I'm completely sick and tired). That, however, is another rant entirely.

  53. There never really is a truely original idea left by Vacardo · · Score: 0

    Sounds like a cross between Counter-Strike with god mode and double armour and money cheats on.

  54. Left4Dead by a.d.venturer · · Score: 1

    I think these guys are doing the same thing, but it sounds a little more thought out. The wikipedia article on left4dead is a good overview.

  55. AvP and Tribes2... by Ramses0 · · Score: 1

    ...are two examples of where something like this was implemented. In AvP, there was a multiplayer mode where the human or the predator had to fight off a bunch of aliens. The aliens died easy, but they re-spawned continuously and could jump onto / off of the walls and stuff. Each class had different vision modes which influenced how you played as well. Good times.

    http://en.wikipedia.org/wiki/Aliens_versus_Predato r_(computer_game)#Screenshots

    Tribes2 also had the idea of radically different armor classes and a greater ability to choose your role (from Heavy + Mortar + Missiles to Light + Sniper + Cloaking) ... coupled with the different game-play modes (Defend the Base v. Conquer the Base, then switch sides), you got pretty close.

    http://en.wikipedia.org/wiki/Tribes_2#Armor

    The neat thing about Tribes2 was how time and cooperation was a factor. If you had 6 heavies, they would take 20 minutes to get from one side of the map to the other. If you had 5 heavies + 1 light + a Troop Carrier, you'd get across in 1 minute. So there was this time-based and skill-based economic incentive for people to play differing roles (are you good at base-raiding? be a heavy. suck at it? pilot troop carriers. sneaky? shocklance and cloak-pack. twitchy? light armor + laser-rifle. not enough flag-runners? suit up with a light + energy. too many flag-runners? grab a medium armor and missles to support your flag-runners.) *sniff* ... to go back in time and play Tribes2 again would be a little slice of heaven.

    --Robert

  56. You mean Korean-American kids. Trans-pacific ping. by Behrooz · · Score: 1

    In any serious FPS, the +150ms actual live on-location Korean kids would have playing on a server in North America would come close to evening out the 'ub4rl33t' no-sleep-just-games advantage.

    Pre-teen Korean-American kids, that's where your real threat is. Of course, I've come to think that the 'net neutrality' debate will end up boiling down to "Gen-X gamers with enough money to buy low pings vs Gen-Y gamers with faster reflexes but no money = fair."
     
    Makes a lot more sense that way, until you start considering spoiled Gen-Y gamers who have rich parents that buy them fast connections. D'oh.
     

    --
    "We have to go forth and crush every world view that doesn't believe in tolerance and free speech." - David Brin
  57. RTS vs FPS!!! More fun by DoninIN · · Score: 1

    More fun would be if the "Elite" players were playing FPS and the players playing the "enemy" had some freedom to see what's going on and could maneuver the NPCs. I thought of this when I fist started playing RTS games and FPS games. (Wolfenstien 3D and Command HQ, still one of the most fun RTS games, no building mobs and rushing.)

  58. Counter Op Mode by Headcase88 · · Score: 1

    That was already a feature in Perfect Dark. This is a little different since it's online. I sort of had that idea in the past, but it wouldn't work so well because 90% of the time you'd have to play as some generic henchman instead of the main player.

    --
    "When the atomic bomb goes off there's devastation...but when the atomic bong goes off there's celebraaaaation!"
  59. this could definitely be successful by silvermorph · · Score: 1

    But they're not going to want to put one person against a pile of people - the killing blow would be way too random if the group won, and if the single player is successful, their whole team just got owned. That'd be way too frustrating.

    Nah, they'll probably make the game be about you, as the single player, assisting some kind of an ongoing war that, without you, would be a slaughter by the enemy's overwhelming forces. Make the teams inherently unbalanced, and then put the combat monster on the weaker side.

    I could see myself playing as a marine in Halo while someone else played as Master Chief, and we were all against a pile of people playing elites. That'd be fun. But I wouldn't want to be one of 30 little guys with needlers trying to avoid being routed by the crazy cyborg.

    Actually, hey Bungie, I have an idea for you...

  60. Cyberpunk Novels by AndreiK · · Score: 1

    I have read a Russian cult novel a few years back, that at it's core, had a full virtual-reality game, and in the sequel, the game was upgraded to have humans playing the monsters as well, except they made the entire game team-based. The novels were written by Sergei Lukjanenko.

  61. it reminds me quake arena by Atreide · · Score: 1

    When quake arena was launched most of people did not understand the "multi-player only" idea behind it.
    Now most of FPS are this "multi-player only" way. Call of Duty, Battlefield for instance are a multi-player games, even when in solo mode. During solo gaming other characters are controlled by IA whether they are friend or foe.

    "The Crossing" brings that sort of innovation. Indeed it can be a flop. Not because its idea is bad, but because people might not be prepared and then just dismiss the idea because they dont understand it. But in a few years I am sure it will be adapted to plenty of other game. Just like that "multi-player only" concept.

    Face it, a FPS is just not as thrilling against IA than against humans. But on the opposite solo experience provides the sensation of being THE hero. A traditional online FPS cannot provide that experience because the game must be balanced to please everyone. How can everyone be Splinter Cell's hero playing the same game ? Shadows would be too overcrowed ;)

    Even in MMORPG against environment (PVE) you cannot provide this balance between challenging situation and character development.
    With "The Crossing" you can be THE hero of the story, be overpowered, and still confront challenging foes who have innovative in their tactics.
    And if you still want not to encounter a human being, you still have the choice not to buy that game :)

    Therefore "The Crossing" proposes a great idea, let's see how it is implemented...

    --
    The world belongs to those who get up early. - I'm far from being the king of Earth then :-(
  62. pacman where ghosts are controlled by humans? by master_p · · Score: 1

    it could be a nice diversion...but it would be extremely difficult. On the other hand, one that wins in such a game could be extremely proud.

    The maps would have to be made in such a way that the player can not easily be trapped though. Think about pacman: what would have happened if ghosts were controlled by humans? not many players would get past the first screen...

    1. Re:pacman where ghosts are controlled by humans? by Anonymous Coward · · Score: 0

      This was already made. It's called Pacman VS, for the gamecube. Pacman plays on a GBA w/ a normal Pacman view, the ghosts play on the tv screen w/ a view limited to what's around their immediate area.

  63. Innovation, or... by ChangelingJane · · Score: 1

    ...a way around having to write better AI?

  64. Not Again! by kalirion · · Score: 1

    How will the skirmishers react when after they finally score a kill, the elite hits the "quickload" key?

  65. King of the Hill? by irongroin · · Score: 1

    Sounds like a re-hash of the old "king of the hill" rules for . Except they seem to want that action in the single player maps. Nothing like end-game content rushing up to meet you when you exit the train. Eh, Gordon?

  66. Flop by mmalove · · Score: 1

    My prediction:

    This game's gonna Floating Point Operation in a big way. Part of what makes most single player missions viable is the NPCs behave akin to the story - guards watch their post and instruments, maintenance workers maintain stuff, drivers have a load of cargo to take somewhere. When you spawn in place of an "NPC" - you're first and only thought, much like in MP deathmatch, will be Kill Player1 = win. You don't have to guard rooms, you don't have to perform any duties involved with the place you're guarding, you can all gather into one giant death squad and just mow the poor "hero" into oblivion.

    Oh, and this is nothing "new" per say - you could play Perfect Dark on the N64 much the same way, one or more guys could play the bad guys and would spawn as the underpowered NPCs. It posed a couple of problems:
    1. In a modestly difficult single player FPS - there are several encounters where adding even a single intelligent being to the opposition would spell out a maddening series of failures. Dumbing encounters down to where intelligent beings don't overpower one side is going to spell out for few to know scripted encounters.

    2. If you give the bad guys any fun toys, players will abuse the hell out of them. If they are basically all grunts with the same low powered weapon, they won't be any fun to play.

    3. Despite the AIs best intentions, sometimes you end up as an NPC that's not going to be part of the action for quite some time. Maybe the hero isn't going that way, maybe the door's locked, or there's a big mountain between you to. Here's a design issue - if you let someone swap characters, they can effectively reposition their entire "army", effectively again eliminating that appearance that creatures exist in the game with more purpose than to kill our hero. If you don't allow swapping, and he gets stuck behind a door or something, he's out of the action.

    So in conclusion, this idea isn't innovative, it just died a quiet death a while back, and is now about to be beaten like the dead horse it is.

    --
    You can get 15 minutes of fame, but you can go down in history for infamy.
  67. No one ever thought of this before. Oh wait... by neo · · Score: 1