And I think the current mainstream games market and critical discourse puts WAY too much value on "compulsive game design" being a standard to strive for.
Shit can feel so shallow imo.
Whole thread reminded me of something that I used to struggle with articulating.
Something that's a "compulsion" does not necessarily mean that a game is "interesting" or "fun".
@reachman If you are still open to answering questions, I would like to ask if you could tell us about your guy's general game design philosophy/approach? And how that may differ from other fighting game developers? (Or just other developers in general). Always wondered about that SEGA DNA
@dillonatm Nor are people ready to talk about Classic Halo giving that same sense of satiafaction from outplaying people with strategy and not just godly reactions/reflexes
(Something Marathon successfully channels to a great effect)
@samikatplays As to why the Marathon IP was chosen specifically: Outside of wanting to bring back a classic IP, love for the lore/world, and the structure of the games lending themselves well to an extraction loop (You teleport you in, do thing, find terminal to exfil), we dont know for sure.
@samikatplays The original director was a huge fan of DAOC for a very long time and would reference it both way before and after Marathon's reveal as a big inspiration, so I dont doubt that it started as a passion project. No idea how much Tarkov's success and iteration influenced the end prod
@Smellon6@hsaholic@4bid_3k Every Bungie Shooter is projectile-based, with guns having a small cone they shoot out that bend bullets (bullet magnetism) towards any target that's in the center of that cone. For console/controller players they add reticle friction so its easier for them to stay on target.
@crescenswings@g_sergeant_ Gear Ante pairing when crew filing.
Whether matching non pre-mades with non pre-mades instead of what we have now is something that needs to be tested imo.
@Goosewasinuse Stick together with your crew.
Resposition/never overcommit to a corner and don't make yourself an easy target for someone to hit by standing out in the open.
Have a strat to opening your fights and ambushes that involves grenades, snipes, util, or shotguns.
And have fun :)
@th3jmanx They definitely need to explore more ways to incentivize active play through scoring.
It already was an inspired choice to actually use scoring as a metric for ranked, now they just gotta flesh it out imo.
@poellll Techincally a "roguelite"
Since "Roguelike" implies that its like "Rogue"(1980), where that game is turn-based and doesn't have persistent meta-progression.
Though there is an interesting discussion to be had with how Marathon's emphasis on game knowledge is similar to "Rogue".
@DotoDoya Core combat being a more tactical Halo 3 + builds and util makes combat encounters feel like a fighting game.
Along with the Level Design of Outpost and Cryo Archive being peak.
Biggest downside rn is if you dont fw WSTR + bubble shield + grenade meta on CA.
Poker with guns befun
@piggykropotkin It definitely depends on your preferred playstyle.
It can feel a lot more passive compared to crewfill when it comes to combat engagements, but its incredibly active when it comes to traversing and scoping out POIs. Its a very quick way to really learn the maps.
@EliTheDrifter@MuItimach Yes, its basically a more Tactical Halo 3 if it was a Roguelite in terms of its core combat and gameplay loop.
Maps like Outpost and Cryo Archive elevate the genre with their map design and gimmicks/map mechanics.
Narrative is cool and has a lot of room for growth in the future.