The trend in most modern first-person shooters (FPSs) is towards the latter scenario, using an overwhelming series of heads-up display (HUD) elements, checkpoint markers, and the like to keep players on-course. Too little assistance, and the player might become confused and frustrated. Too much, and the game risks being overbearing. There is a very tricky balance between giving the player too little help during a game and giving him too much. WTF: Killing myself and a teammate with a bomb that I thought was an ammo box. LOW: Locking most of the tutorial missions based on completion of the single player campaign. ![]() HIGH: The frantic struggle after walking smack into an enemy player in a small enclosed area.
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