Post by
MinisterofDOOM »
https://forums.nicoclub.com/ministerofdoom-u16506.html
Wed Jan 27, 2010 9:25 pm
While the concept is awesome, it has problems. Huge-player-count FPSs have been tried before. They have never worked. The main reason is that the scope of battle just isn't supported on the player side. And what I mean by that is that you rarely end up with 128 players all working together as a team. What you really end up with is a whole bunch of small localized battles that never move and never progress. Mission objectives, when done right, can help keep people "on task" and keep the combat moving, but with 256 players there's just too much potential for everything BUT the objective.
Map scale is another issue, and probably also contributes to the scattered battles. When you spawn half the map away from the main battle, where's the incentive to move to that battle? You'll probably just find the nearest baddies and start fighting there.
MAG will have to work hard to incentivize goal/mission progress and teamwork. It'll also have to solve some potentially huge transportation and spawning issues. And it'll have to work hard to make every player feel important while still maintaining a team feel and also not allowing teams to be held back by their weakest players.
I suspect MAG will be a game that will improve dramatically over its first few months or maybe the first year as it is tweaked to strike the best balance between scope and fun.