Post
by apophis775 » 29 May 2016, 16:27
So, let me explain something to you.
It's called "imperfect balance" and it's what you want in a game like this.
The enjoyment and fun for a game like CM, comes from being overwhelmed and outmatched. There are NOWHERE NEAR AS MANY stories about heroic times you hunted the last Xeno into extinction, or the standard assault into the hive.
The stories, and a lot of the enjoyment and stuff that stays with us from CM, are the times when your outmactched and SURVIVE.
One of my favorite times in CM, was when me and 3 others got stuck in the center of the FOB after covering a medical-evac. We had 1 single turret that we set to 360 degree and a bunch of barricdes. Eventually, we weathered the waves of probably 6-8 attacks by all matter of Xenos before reinforcements arrived to releive us. By that time, we were all a blood mess and nearly dead, but the fun came from how outmatched we were, and how we stood like a rock in a storm.
Or look at our example photos, "Last stand" of the Marines holding the bridge against an onslaught of Xenos, desperately hoping for some sort of aid or help.
Our goal, is to create moments like that. Moments, when the marines are pushed back as far as they can be, and the aliens just keep on coming. It gives a similar feel to the Aliens Movie, when the marines were just totally overwhelmed.
Our balance is (and will always be) skewed towards the Aliens being able to overpower the marines. Because if it was a perfect balance (which is nearly impossible) the game would get repetitive and boring. Having it skewed so the Aliens have an advantage does a lot of things.
Firstly, it ensures there's ALWAYS tension on the marine side. A single marine that wanders off alone, should be totally WRECKED by even a solo-runner.
Second, it gives the marines something to fight against that's a challenge.
Third, when the marines DO achieve victory, it feels better overall. That you came together and overcame and actual challenge in the opposition.
For me as a designer, I really want to give the feeling of accomplishment that marines might feel after a lengthy battle which has decimated both sides, as well as keep marines always scared to venture too far alone or with too few forces.