Evolve has released and its only been out a week. I personally love this game, and was hooked
since I tried it during the open alpha and beta weekends. The game is a fresh change to the competitive
landscape that is gaming. I see this
game for more than the surface fun and pretty graphics. I will go into this and hopefully find ways
to tear down negative perceptions of a game I think can be a solid foundation
for further iterations and themes.
Up until Evolve was released, most competitive gaming I took
part in were often an even symmetrical foundation. Teams consisting of even number of players
will square off in some form of competition to complete objectives or wipe the
opposing team off the map. Evolve comes
into this world but offers a drastic change.
Let’s take the team based games, and 1:1 games and turn it on its digital head. We are going to make this game asymmetrical in that 1 player will
compete against a team of 4.
For those of us who’ve grown up on games and have played enough
online you have to know that a game integrity is reflected in its fair balance
for all players. To balance a 4 vs 1
game type, the single player must have enough support in his character to
compete at the same level that 4 players will be outputting on him. In the opposing sense, for a team consisting
of 4 players, the design of the game must be that no one single player on the 4
man team can be a power lone wolf to carry the victory. Each of the 4 hunters must be broken down
into a component role such that the 4 combined will have equivalent
skills/features enough to be a fair enough match for the singular monster.
If you break the game down like this for someone who has not
thought about it, it is quite clear how the game was designed and for what
purpose. I sense that many players find
the allure of this game through visuals and marketing, but when they hit the ground
they quickly learn this is not a fast action highly rewarding shooter. This game was designed for players to spend
many hours prolonged on the maps honing their character abilities, while
learning persona player skills and tricks to gain advantage. All games have this aspect, but it must stay
within the game balance such that a brand new player and a veteran should hopefully
meet on even ground for a shared experience.
In the first week, it is my observation through playing mostly
matches joining public games solo that many players come into this game just
assuming they are dropping into another shooter. They quickly become familiar w/ the physical
control scheme layout, determine their favorite gun/character and then go for
the kill w/ a high focus on shooting anything.
As each hunter has a class based role it is not surprising to me when I watch
all characters guns up shooting the monster instead of looking out for their
teammates to keep them up, running and healthy. I would say I lost 70% of my public matches
to AI and human monsters. If the team cohesion
is not apparent from the get go, an experienced monster can easily find a way to
single out hunters and knock us down like cascading dominoes.
I notice these things and yes I get upset at some matches
b/c it is just painful to know the end you’re about to face, but it’s all in
the fun of gaming and experience. I am
hoping that as the game matures on the market, the players will ride along as
well and start to show some more engagement.
This game is quite similar to my experiences in
battlefield. Things will not just come
together, verbal communication, know your role, and having the attention span
to keep a keen sense out for the monster while being able to break and assist a
teammate to keep things in flow are key.
Here is an article post I thought fits well into how to look at this game: http://www.ew.com/article/2015/02/17/evolve-impressions-being-monster-really-hard
ReplyDeleteAlso, this perspective sums things up well too. http://www.avclub.com/article/evolve-its-either-all-one-or-all-naught-215303
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