11:27 PM - (no subject)
When you're designing for multiplayer, you
have to be selfless. Not only including
halo 4 armor
and other weapons, but also your
heart.
Part of the responsibility facing Certain
Affinity, and all developers that specialize in
multiplayer, is the intense relationship players have with
the modes and maps they play. Unlike single-player games,
which are experienced once or perhaps a few times,
multiplayer games are experienced again and again. They are
lived. They are also very public testing grounds for people
who take their skills very, very seriously.
Not only, but also, through map-editors like
Forge, have players understood the fundamentals of
multiplayer level design. Ten years ago, players might have
enjoyed a multiplayer map, without stopping to think about
the subtleties of sight blocks and cover positions.
Hoberman says, "We're very aware of the
gravity of our responsibility. We're creating this
content that people are going to play time and time
again, sometimes thousands of times, for one map or one
game mode. It feels like a massive responsibility. We
mandate internally that we play this stuff over and over.
We have to be fans of our own work and we have to put it
to the test day in and day out.
"We insist that our developers participate
in daily play tests. It can be tough. Our artists, for
instance, they have a big to-do list, but we make them
take an hour out of their day to play test. We think
that's invaluable. Fans are going to pick these things
apart. They're passionate about every detail. It's
critical that everyone working on these things is also
passionate about every detail and understands how these
things are going to be experienced by the
players."
He points out that in single-player modes,
the story embraces the player as well as the characters in
the game, but only the actual player is having a real
emotional experience. But in multiplayer, it's about
everyone who is on screen. Are these weapons or
master chief armor
can make you win? No!
" When you're designing campaign levels, you're inherently designing something asymmetrical. You're designing for the player. You don't need to care about how the enemies feel. You don't need to care about how the Covenant feels about their experience. When you're designing multiplayer, you have to care about everybody.