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11/09/11(Wed)09:05 No. 116499015 Generally,
I think MOST people find a game fun if it rewards you for becoming
better at it, and whenever you die, it seems justified. Take hammerfight, for example, it's a bad one. You will often suddenly die by a random rocket, the enemy exploding upon kill, or some other function. While yes, there IS logic behind it, it's not possible for the player to grasp when he's thrown into the game. An enemy with a gun will explode upon death, almost instantly killing the player. This
would be no big deal, if it was not for the fact that the game often
throws three identical enemies at you, with the only difference between
them being that on has a gun, which you destroy within the first 5
seconds due to it being a massive threat. Generally, overly confusing shit like this is not fun to have to deal with. Variety is also important, here at /v/, we have the privilege of having known about AoS before it went full reddit. Early AoS, there was a clear difference between the two teams' situation, while not making the PLAYERS any different. The gameplay was simple, there was one weapon, and if you died, it's because you fucked up. There was a lot of strategies you and your team could pull, for both sides. NOW, on the other hand, every server is a symmetrical map, it's just a deathmatch. A deathmatch is in no way what made AoS good or fun, I, and many others, will just fire up quake if we want a deathmatch. You also have TF2's massive strength, teamwork. No
matter your style of playing games, you can pick up TF2, and most
likely do well in at least ONE class, and you will also have fun,
because you're accomplishing something, you can see that your team
benefits from your work. You simply need to know what your game's
strength will be, and build around that, avoid the player feeling like
he's not in control of his environment in any way, and tone down random,
punishing events.