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4/28/2014 9:08:39 PM
10

Shooter Complexity and You, plus The Last of Us

[b][u][No Spoilers Request][/u][/b] Well, I have finally had a chance to start playing "The Last of Us". I'm about 33% through the game and playing on Hard difficulty. I just wanted to get that out there. Alright, now that we know what inspired this thread, lets get to it. [i][b]Shooter Complexity[/b][/i] Let us first talk about what makes up a shooter. I'm referring to reticules, looking/aiming sensitivity, bloom, aiming sway, hit-boxes, enemy AI movements, cover, environments, bullet damage, player health/shielding, enemy AI health/shielding weapon variety, etc. As the list goes on, we see that shooters can and usually become very complex. Now, here the question is when does shooter complexity go too far? Is there a line between complex enough to be challenging and interesting, or too complex to be fun and entertaining? [i][b]You[/b][/i] There are many ways to build a shooter. What is your preference? Do you like a shooter where the player needs to fire at a bunch of enemies or just a few? For you, is it better if those opponents are weak or tough? How important are head-shot attempts? What do you want to see in AI movement/pathing and hit-boxes? What type of environments do you prefer? [b][u][No Spoilers Request][/u][/b] Let me see what you have to say and I will respond to you all individually.

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