However, if Helldivers 2 is going to lean into the live-service format as expected, then there's still some good news to be had, as the inclusion of friendly fire should ensure that it's an utterly broken live-service game. If Arrowhead ultimately surprises us and announces that the game won't feature typical live-service trappings like grindy loot unlocks and gear scores, then we know we're getting a game that's putting fun first and foremost. That's why the inclusion of friendly fire in Helldivers 2 gives me a little hope. It's just another problem inherent to the live-service game model - it has little tolerance for actual fun. It's possible Helldivers 2 will feature something similar to nerf the damage players can do to each other, but if that's the case, isn't this a direct threat to the laughs we could have by having friendly fire on in the first place? Though even Siege had to introduce additional rules and features like Reverse Friendly Fire (which hurts the offending player for causing too much team damage) just to cut down the predictability of team-killing maniacs. That's not to say friendly fire can't work in a live-service game - it's featured in the remarkably successful Rainbow Six Siege, for example. And maybe it's just me, but I can't imagine anything more disruptive to a routine than the constant threat of your own teammate casually shooting you in the back of the head. However, personal preferences aside, I was always under the impression that live-service games require predictable routines and stability to help players form that all-encompassing feedback loop that keeps them coming back to the daily grind. Now, don't get me wrong - you'll not catch me out here arguing that Arrowhead should cut friendly fire from Helldivers 2 in order to make it a better live-service game.
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