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Click here to go to the next VIP post in this thread.   Old 2012-06-28, 01:58 AM   [Ignore Me] #11
whisenhunt
PlanetSide 2
Game Designer
 
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Re: Jimmy Whisenhunt AMA


Originally Posted by qbert2 View Post
In some of your videos you've mentioned the need for games to have a high skill ceiling in order to have longevity and that many of the current crop of games have lowered their ceilings in order to gain mass market acceptance.

My question is do you feel that there are ways to increase the learnability of weapons and their mechanics in order to have a high skill ceiling yet allow 'mass market' players the ability to learn and understand what they are doing right and what they are doing wrong? In what ways do you think that is possible?
Simply put: Yes.

The way to achieve this goal is to teach a player with on screen visuals such as 'analog feedback' demonstrated so well in Half-Life era games, when to let go of a trigger, when to spray and how to control their player/weapons properly.
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Professional FPS commentator, retired 13 year competitive FPS gamer.

PlanetSide 2 Game Designer.

Twitter: @JimmyWhis
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