Near and dear topic for me after working on Titanfall and Apex. Movement shooters are FUN, in the short term, but not sustainable imo. These are best fit for arena shooters, where a match is quick and fun but you are all sugared up after 5 or 6 matches.
Welcome to my TED talk
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Mobility shooters tend to focus on reaction, not strategy. These words get people arguing, but generally movement based mechanics require you to get better on the sticks and react to some unpredictable thing that just happened, strategy requires you to think, plan and execute.
Strategy has long term potential - you can always get better, or could have played a fight smarter (if the game allowed options)
Apex does this because the combat is paced where you can think about what to do next in the middle of a fight. What your enemy can do is learnable.
When your game is all reactionary (Titanfall - sorry), the only way to get better is to literally "git gud" on the sticks. Think and react FASTER.
This is fun for a while, but creates this insane skill gap that doesn't scale to a large player base.
It's also very tiring.
All players have a point where they just can't play any faster. For me, I could play Titanfall 1 and 2 for about 45 minutes before my eyes were bleeding. I would be exhausted.
I can play Apex for hours. There's better pacing.
This doesn't inherently mean that Titanfall mobility is bad, it's just all sugar and that's not sustainable.
We would often talk about the gameplay as "eating candy for every meal". Sounds great! Until you're on day 3 and your body is revolting and dying.
We'd call Apex a more well rounded meal. Appetizers, steak, potatoes, dessert. Hmm! I could eat this every day.
Yeah, not sure why we talked about food so much.
I could write a book on how I feel about this and what I learned from working on Titanfall. But, I won't (or will I?)
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Let's chat quickly about the War Games event that's coming next week, and "Takeover" modes.
Designing Play Apex Takeovers has been a big win for the game. Injecting new gameplay into normal Trios and Duos does a few things that we really like.
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Mostly, it keeps our matchmaking healthier. More people jump in to try the modes, earn the cosmetics, etc. - and they all play in the same queues.
This means you get faster matches at better quality at more hours of the day.
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It does lots of little things, too.
Some people can't find the LTMs or forget there's one active.
Some people bounce off the LTM because the gameplay is too different and their skill doesn't translate well. Takeovers are designed to be closer to the core BR loop.
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Loba's tactical doesn't work well on large areas of World's Edge. Since the Marble Goddess thread seemed interesting to people, I figured I'd break this down a bit and give insight to what we're doing.
(thread below: 1/11)
If you're curious, we create giant volumes (triggers) around the cliffs on the maps to stop players from staying up there. You'll see the out of bounds warnings if you land in these places.
We don't want Loba teleporting up there, so her tactical will fail when it lands in one of those out of bounds triggers (or a kill trigger, at the bottom of a map). That's expected behavior.
Kings Canyon was designed around "zones", which are large areas that feel like big, outdoor rooms. Players can peak into the rooms from the chokepoints (usually on high vantage points) and decide if they want to enter based on the activity they see.
Fights feel more understandable and contained in the room, and afterwards let the squad feel like they won and, in turn, now "own" the room. Until the next squad rolls up.
One example of a "room", or the zone known as Cascades. This was my first attempt at this in the early block outs, and is probably still one of the more successful ones.
We are looking for awesome level designers at @Respawn! Specifically on our shooter team, ideally with some PvP experience. What I love about working here is that our LD's are really empowered to make cool stuff!
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Our LD’s often spark the ideation for their level and drive it all the way to ship. We like each level to have strong design goals before production begins, and LD’s are responsible for driving the theme and hook. DRIVE your own work!
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We get the art teams invested early and ideas and inspiration can come from all departments. We playtest the game *every*day* for 3 hours, and you can jump in and out at your own leisure. Most people play for 1 hour but I often go for 2. EA has made that very easy for us!
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