11:32 PM - How to Win Multiplayer Wars in halo 4
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.