So, Fortnite
I actually have to admit that I didn't like the premise of pubg. I liked the idea of the island and hundred players but I didn't like the realism. My problem was the that the game was taking itself too seriously. I also disliked that there's too many bugs and issues with the game itself. I also have problems with the game design and on the whole it didn't seem too appealing to me .
Now what Fortnite does differently is that it's not taking itself too seriously. What this enables is absolute madness.
But let's not get ahead of ourselves. I'll re-iterate over the usual shotgun paradox. In "realistic" games, shotguns are a problem. If they were 'realistic', they would be too good. At low range they would equal to an instakill and at medium range they would be still bordering between 'useful at all times' and 'deadly'. As previously mentioned in the dota rant, you don't want to end with a 'too good' weapon, because it ends up being used in all situations, rather than a few. Balancing such a thing ends up being nearly impossible. So almost all games resort to making the shotgun really strong short range weapon and have a huge falloff of damage on longer ranges. Even the "realistic" ones.
What we can take from the shotgun paradox is that sometimes not keeping the things real is the way to make games fun and 'fair' to play. In my opinion, this puts realistic games in a very difficult situation. On one hand, you want to stick to 'realism' as much as you can, but on the other hand you are also making a game and that game should be fun to play.
But back to Fortnite. They can go nuts. From the beginning, all they are doing is just crazy, so one more crazy element shouldn't break the game. Ad infinitum. The recent addition of the bush confirms this. It's stupid and it doesn't help you much. But it's 'fun'.
In my eyes 'Fun' is a good element to balance games around. The only problem is that not everyone thinks like this and sadly people won't stick to the game if they decide it's not for them, which hurts the game.
Balancing aside, I like how the game handles. I like how visibility works. I like the building factor and the metagame around it. I like that it enables entirely different approaches to winning the game. You don't have to shoot your way through situations which don't favor you. If you have the materials, you can build walls and run. You can make decoy fortresses, ramps up houses, hills and whatever. It all just works and better yet, it all has counterplay.
Now if only I wasn't horrible at shooting.
Now what Fortnite does differently is that it's not taking itself too seriously. What this enables is absolute madness.
But let's not get ahead of ourselves. I'll re-iterate over the usual shotgun paradox. In "realistic" games, shotguns are a problem. If they were 'realistic', they would be too good. At low range they would equal to an instakill and at medium range they would be still bordering between 'useful at all times' and 'deadly'. As previously mentioned in the dota rant, you don't want to end with a 'too good' weapon, because it ends up being used in all situations, rather than a few. Balancing such a thing ends up being nearly impossible. So almost all games resort to making the shotgun really strong short range weapon and have a huge falloff of damage on longer ranges. Even the "realistic" ones.
What we can take from the shotgun paradox is that sometimes not keeping the things real is the way to make games fun and 'fair' to play. In my opinion, this puts realistic games in a very difficult situation. On one hand, you want to stick to 'realism' as much as you can, but on the other hand you are also making a game and that game should be fun to play.
But back to Fortnite. They can go nuts. From the beginning, all they are doing is just crazy, so one more crazy element shouldn't break the game. Ad infinitum. The recent addition of the bush confirms this. It's stupid and it doesn't help you much. But it's 'fun'.
In my eyes 'Fun' is a good element to balance games around. The only problem is that not everyone thinks like this and sadly people won't stick to the game if they decide it's not for them, which hurts the game.
Balancing aside, I like how the game handles. I like how visibility works. I like the building factor and the metagame around it. I like that it enables entirely different approaches to winning the game. You don't have to shoot your way through situations which don't favor you. If you have the materials, you can build walls and run. You can make decoy fortresses, ramps up houses, hills and whatever. It all just works and better yet, it all has counterplay.
Now if only I wasn't horrible at shooting.
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