Introduction
We are approaching the point in gaming where the pool of new ideas are starting to run dry (thanks genius developers) and new ideas are becoming more of a myth rather than a practical thing to do in game design. One of the solutions to this that I've been noticing a lot of hybrids of games coming into the market. Currently, RPG elements are landing into almost every game in one form or another. Games like Modern Warfare 2 give players an experience system that grants players XP for so many things: kills, wins, dying from falling 30 feet or more, and then some. Borderlands has combined RPG with shooters in hopes of garnering attention to fans that enjoy popping off heads with guns and then looting the corpses of everything their now dead enemies once held important. Sandbox games especially have taken RPG into their realms, as games like Grand Theft Auto: San Andreas gave players stats from weapon and driving proficiency, to how obese they could get.
It's obvious that a synthesis of genres will become more and more apparent. Soon, it may even be deemed hard to really tell the shooter and roleplaying game market from another as they are becoming very much alike; shooters are getting more stats to further their longevity; roleplaying games are bringing in more action-oriented combat to draw a wider audience.
So as time goes by, I noticed another synthesis of games are becoming more renowned on the market: RTS elements falling into games. One of its kind that has made to the stage in this generation of gaming and achieved some success is Brutal Legends. In its multiplayer mode, players take control of armies and battle against each other to destroy the other's stage (base). It uses resources and unit management that are found in real time strategy games, and allows players to take the field as a hero-like character. Another game that will be making the scene shortly will be Kingdom Under Fire 2. Like its predecessors, it hopes to attract audiences with its real time strategy combined with swordplay similar to Dynasty Warrirors and other hack-n-slash titles.
It's apparent RTS elements can make for some interesting new mechanics. In this blog, I am idealizing over the shooter market: one that is currently popular and that many believe needs some overhaul. I am not declaring my ideas to be completely original, as I have not taken the time to search the endless net to compare mine with others, so I will apologize in advance if my thoughts overlap that of overs.
How to Make It Work
So the major issue with this synthesis is finding the sweet spot between the two. The genres have their major differences. Shooters focus on hands-on combat that usually aims for a match to last around 10-20 minutes and features fast-paced action. Real Time Strategy games on the other hand usually focus on matches that require planned out thinking in many different areas, and these matches can potentially last for hours.
The best way is to look at what has been applied to the current market. Commands are not a new thing for shooters. Some games like Brothers in Arms have excelled in allowing the player to issue squad commands to their soldiers, and executing strategies to outmanuever enemies. Battlefield 2 allowed a commander character to carry out important tasks and while wasn't directly involved with the fight on the ground, could turn the tides to favor the team to which he/she serves. Then on the RTS side, some games like Battallion Wars allow troops to be commanded and allows the player to take control of one on the field.And
So commands and action so far have worked out well. But what about the other elements of the RTS such as resource managing and construction? So far, those haven't made much of a appearance. In the following sections, some of these ideas will apply many of the elements, while others will leave some out of the picture.
You Build, I Shoot: Team-based
Fat Princess, a team-based action game on the PSN has showed that people can work together and have a lot of fun doing it. The game features many different classes to choose from: fighters, mages, archers, and the most notable for this section, workers. The workers play an important role for the team, as their harvesting of resources and construction can turn the tides in their team's favor. Can these elements be applied to the shooter junkies as well?
This may be a more difficult question to answer, since most games that have tried haven't come up successful yet. Could players in a shooter market find it fun to gather resources and build structures while their buddies are blasting away the enemies on the front lines? It may prove hard to convince players of this market to work like this, but the potential of this system can lead to some epic game design.
Imagine a world like Starcraft, where it has a very diverse structure that combines unique races for building and battling galore. Starcraft Ghost might've made this system work out... had it ever been released. Back to the point, a teambased game with elements similar to Starcraft might not be so bad. The game would start off teams with a base and a number of resources. The map is outlined with additional resources and structures that would benefit a team if that said team captured it. Perhaps in resources or in bonuses to player's fighting ability.The players get a choice of classes, and carry on to defeat their enemies. Now there would be the classes suited for the fighter, and their objective would be to make sure their base isn't destroyed and to seize the structures to benefit their team. Currently, the idea of capturing points already works well in most shooters that features games like King of the Hill or Territory control, so something like would seem natural to the shooters. The plus is that they would get bonuses for their team, so it entices them to follow this objective. Worker classes would have a different objective to attend to: strengthen their team. They have access to a certain number of buildings that are meant to defend the base or to grant new things such as improved weapons and maybe even vehicles. It's a balance that would be hard to strike, but imagine the teamwork that could occur. Who says has to stay at the base? With the right tactics, a worker could set up defenses to aid the fighters at chokepoints of the map. Heck, depending on the design, a skillful worker could sneak into a base and build turrets near resources, making it difficult for the enemy workers to harvest safely.
One of the problems I think is the idea of harvesting and resources. How long should it take a worker to harvest a resource? Should it be pooled together? Does the worker have to take it back to the base?
The best solution I believe would not to pool the resources together. Imagine if the engineers in Team Fortress 2 didn't have their own metal, but had to share it? It has the potential of having engineers wasting precious metal on turrets or other machines because they didn't set them up at good points. Much like the engineers in Team Fortress 2, I believe if workers could put in what they want into structures for the team, they would work together to reaching structures quicker rather than being a lone wolf about it. This also allows the more offensive workers to do their own thing without being scolded by the team.
It's a system that requires a lot of balance and team effort, so it may not be ideal for developers.
Don't Worry, Help is Above: 1 builder, many fighters
Another approach would be to work off the commander system even further, and let the grunts below do the grunt work. As one person commands the scene from above, the rest of the team below handles the fighting. This seems to be the easiest to pull off as the commander could handle the structures and resource management, and let the units below do the fighting as it would be in a regular RTS. Communication would be vital between the fighters and the builder, as players don't want their commander teching while they are being slaughtered by a rush.
Short and simple.
Heroes Among the Forces: The DOTA Approach to Shooters
Before I began this idea, there are a few games that I have played in order to formulate these thoughts. Let's begin with the bigger picture of them all--Defense of the Ancients, better known as DOTA. This popular custom game in Warcraft III introduced a different hybrid for PC gamers that has led to games such as Demigod and League of Legends (from the makers of DOTA). The idea of the game is simple in some aspects and complex in others.
The game has two teams. Each team has its own army that sends out minions with the sole objective of destroying the other team's base. Each base has a set of structures such as turrets along several paths. Combined with the fact that each side sends out equal number of minions, the battles would be even for the most part. The minions are computer controlled, and with their AI set to simply try to push to the other side, this is where the players themselves come in. The players take the roles of champions--characters that are like heroes in RTS games that can also level up. These champions help to push the tide in their favor. Of course, the other side has champions as well, and the game eventually determines the winner with the side that has the strongest champions. That, and the RPG elements, variety of heroes that play roles of assassins, fighters, tanks, and healers, and a shop that sells many different items... all of these elements make DOTA and League of Legends very complex games.
So this is the final idea of mine that has developed. Rather than having the players have any involvement in the minor units, the players take control of the stronger and fight on the battlefield. Currently, one game tries to make this idea work to an extent to my knowledge. Star Wars Battlefront I and II throws players into trying to capture points on a map in a fashion that is popular in Battlefield games. The difference is that most of the battlefield is populated with AI units fighting that are the same as the units a player can select (the exception being that in Battlefront 2 players can assume heroes for a brief time). This idea is interesting in the Star Wars universe, but the lack of good AI that does not amount to more than target practice makes the DOTA approach not as ideal. Instead, I take a look at other games that have featured modes that are not DOTA-ish, but have the potential.
Survival modes in shooters are becoming very popular. Horde mode from Gears of War 2 has pretty much lead to arrival as this mode, and it has evolved into many different ideas. Halo 3: ODST featured its own variant called Firefight, and Call of Duty: World at War is most remembered for its add-on, Nazi Zombies. Focusing more on Gears of War 2 and ODST, these modes show that players can engage against challenging AI in a teambased enviroment. So it made me think, "Could this apply to a versus style variant as well?" In other words, could a DOTA variant be applied to these modes?
For example. let's look at ODST's Firefight mode. Up to four players are allowed to last as long as they can against a horde of Covenant soldiers. Knowing Halo's AI, the Covenant put up rather interesting fights in many scenarios. Now here's the idea, it would be a Covenant vs UNSC fight. The goal, destroy the enemy's beacon. Each beacon acts as the guide to bring in new troops from Pelicans and Phantoms. The AI for each side has the same goal in mind, destroy that beacon. To get that beacon? Follow a linear path across the map. Like DOTA, the sides would be balanced in a way that the AI fighting on their own would be pretty even (that might mean that Bungie would have to improve the marine AI, but it's possible). Once again, this is where the players come in to shift the tides in their favor.
On the human side would of course have Spartans to serve as the heroes. For a Spartan on the field prove more than enough to bring down the Covenant AI. That is, if the Covenant didn't have their own human champions putting up a fight as well. The Elites would serve as the champions of the Covenant considering they are the other half of Halo's MP already.
So now we have Covenant and Marines duking it out with Spartans and Elites fighting into the fray, but what that would be enough to shift things enough? Not quite, so here is where a point/currency system could come in handy.
In DOTA, whenevever a player kills a unit, they get a bit of gold. Killing enemy champions offers even more gold, and destroying enemy structures earns the whole team gold. This system could apply to this mode in a similar fashion.
So a player that kills a unit would of course get points for it, but considerably less since it's probably faster and easier to headshot a grunt/marine than it is to kill a minion. Killing enemy players would earn more points as well. As for structures, those would not be applied as much in a shooter. Instead, capture points would prove more efficient for a shooter. If players can capture a point, they get a bonus of points.
Now what to spend on points? Using the Halo univese as an example could result in many great ideas for spending them. Rather than having an item shop, players would be given options to spend their points (similar to Call of Duty's kill streaks). On the human side, Spartans could call in ODSTs to drop in and bolster the forces. They could also call in special weapon drops (something that occured constantly in Halo 2) and maybe even call in vehicle assistance. The Covenant has many unique units, so most of their options could bring in these bad boys. Elites could call in Hunters to join the fray, Drones to annoy enemy players, and even a few vehicles of their own.
This is simply a base foundation for the idea in which I may expand on later.
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