Read More: 'The Good, The Bad, And The Ugly Of The Titanfall 2 Tech Test' This is my goal, this is my identity of how I am as a player." There's a huge difference, because all the different modes now kind of necessitate the player proactively thinking about what they want to do. There's a much greater sense of purpose for players, so now they are thinking in terms of planning ahead, in terms of "I want to do this. Then also thinking more in terms of having players more proactive decisions, so instead of reacting to everything, they're thinking more like, "This match and this mode, this map, etc." They go, what things in the loadout menu will best help me fulfill that purpose. You can't shoot out of the air so easily. We started by addressing the fact that you move so fast. So we went back to the drawing board so we could fix this. It was difficult for players to say, "If I die here in this game mode, how do I get better?" Do I zig? Do I zag? What should I have done differently? It was hard for Titanfall players to answer that through their experience. What it came down to was, it was difficult for players to have a predictably unpredictable kind of experience. That was super chaotic." Why is that? We struggled with trying to answer what it was. ![]() We want more content." Internally, we played the game and came out of the play session thinking, "That was super exhausting. We got a lot of feedback from the outside, from fans, from research saying, "Hey, there's not enough. ![]() Take his answer to a question about what differentiates the two games:Īfter the original game, we sat down and looked at it objectively.
0 Comments
Leave a Reply. |