By Jamaal Ryan
The scale of Titanfall is impressive.
Vertically nimble pilots wall run, jump and jetpack boost their
way round large maps, all in which can be accompanied by their impressively
agile Titans. Let’s not forget the marketed cloud support – at least for Xbox
One – will power AI combatants around the battlefield fighting alongside and
against you as the player.
With everything going on, pilots vs. pilots, pilots vs.
Titans, Titans vs. Titans, and a variation between human and AI players, knowing
that the human ratio is 6 v 6 can be a jarring number.
Let’s ax this comparison first; juxtaposing Titanfall with
Battlefield is silly and dumb. Comparing Battlefield with Call of Duty makes
little sense in and of itself, let alone a vastly different experience like
Titanfall. While the core shooter controls of today’s shooters are similar –
ADS, melee and sprint mapped to left and right analog sticks – the design
around these franchises are vastly different. A game like Call of Duty thrives
on fast paced gameplay with tight map design and simple objectives, Battlefield’s
known for massive and destructively dynamic levels populated with vehicles as
the game moves along progressive objective structures. Just as the comparisons don’t
work with Call of Duty, they sure as hell don’t work with Titanfall either.
Though this may be easy to forget, Titanfall is being
designed by much of the core team that developed the most influential shooter
of the last console generation, regardless of how you feel about the Call of
Duty franchise. As accomplished veterans in the genre, Respawn tweaked, and
adjusted, and scaled Titanfall to the tiniest degree – reportedly up to nearly
50 players total – to ensure that the formula works.
“Essentially there are five
directions you can get killed from and the higher that player count, the more
likely you are to get killed from behind and the more difficult it is to kind
of manage your surroundings."
Respawn’s lead designer Justin
Hendry illustrates just what the dynamism of Titanfall’s design can mean to the
player in combat. Where traditional present day shooters’ attention bandwidth
operates largely on two dimensions, the level of mobility and verticality in
Titanfall is a sensory overload in and of itself. The overload would be
exacerbated if every combatant approaching you from these five directions were
intelligent, learning human players.
"The higher the player
count, the more uncomfortable the game gets."
In Call of Duty Black Ops 2,
and less successfully in Ghosts, less experienced players had the opportunity
to engage in bot matches that were mixed with human players. Here, players were
able to manage the not so advantageous AI controlled soldiers while still
feeling accomplished as those who felt more comfortable with multiplayer were
being served some challenge from human players. This approach isn’t just an
additional mode in Titanfall, but it’s a fundamental part of the game’s design
from both a narrative and a competitive multiplayer perspective. Being that
Titanfall is systematically manic all the time, sprinkling in some cannon
fodder will dial back the difficulty just a bit while keeping the action
constant.
Titanfall’s player’s player
count is determined to a science, a science of challenge, competitiveness, and accommodation.
Before you know it, the rest of us will be seeing giant robots raining from the
sky on March 11th.
But until then, try not to
worry about Titanfall’s 6 v 6. You’ll create less stress for yourself.
Source: Polygon
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