The Crossing - A New Way to FPS? 184
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?
I'm going with Flop... (Score:3, Insightful)
How would you balance for skill? (Score:3, Insightful)
Re:Single Player... Vs Multi (Score:4, Insightful)
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.
Re:I'm going with Flop... (Score:5, Insightful)
Anyway, didn't Splinter Cell do something similar, with a "one spy versus the rest of the counterterrorists" game mode?
Depends (Score:3, Insightful)
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.
Re:Single Player... Vs Multi (Score:3, Insightful)
Re:Balance for profit. (Score:3, Insightful)
But the experienced players are going to be playing the single player's gimpy opponents. Presumably they will be handicapped somehow according to difficulty.
Griefers & ratings system (Score:4, Insightful)
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.
Re:Single Player... Vs Multi (Score:3, Insightful)
Re:Can you say... (Score:5, Insightful)
Re:How would you balance for skill? (Score:3, Insightful)
Everquest tried it briefly (Score:5, Insightful)
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).
Re:Can you say... (Score:5, Insightful)
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.
Ain't that good? (Score:2, Insightful)
Re:Can you say... (Score:3, Insightful)
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.
Re:I'm going with Flop... (Score:3, Insightful)
But it is indeed a valid possibility that these developers may want to take into consideration.
RTS? (Score:3, Insightful)
Animal Crossing (Score:3, Insightful)
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.
Flop! (Score:3, Insightful)
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.