12/19/2023 0 Comments Gtfo the game![]() GTFO isn’t really balanced for players with different skill levels. How do you balance your game for a variety of player styles and skill levels? For example, often it’s just one player carrying a biotracker-meaning that player has to share the information verbally that the tool provides, with the rest of the team.Ĭo-op games imply a strong PvE aspect, which in turn implies difficulty. The lack of information is manifested in other ways: Very little information is given to everyone, forcing players to share information verbally via voice chat. It’s important that no player alone is so powerful that he or she can carry the team or even break away from it. Scarce resources force players to make the most of what they have: Pool resources together, work out joint strategies, attack in sync, etc. How does that work in practice? What does four players working together in a difficult situation mean, in play terms?įrom a game design perspective, it’s a lot about depriving the players of critical information and resources. Part of GTFO's reason for being is to force actual cooperation between players, to force them to go about their missions working together, with purpose, instead of with everyone just doing their own thing. We’d rather make a hardcore co-op only game that is ocean deep for that specific group of gamers who have been looking for something like that. We’re not about adding a single-player or PvP or battle royale or horde defense game mode-we’d spread ourselves too thin and if any of it would be any good at all, it would all be puddle deep. But we wanted to shrink the pond even more, so we made the game quite strategic, slow-paced, and extremely punishing. We looked at the collected strengths and experience of the members of our team, and figured we had a good shot at creating a four-player PvE co-op FPS plus we love that genre ourselves. Haha, I’m pretty certain this is the first time anyone describes GTFO as "cozy".In any case our philosophy was that we’d rather be one of few ducks in a small pond, than being one of many ducks-and probably a comparatively small one-in a big pond. What made your team decide to go with this smaller–scale, cozier experience? It seems like a lot of the design energy right now is in making large-scale competitive games like Fortnite. Right now we’re developing GTFO, a hardcore four-player co-op PvE stealth/action/horror FPS. Our ambition is to self-fund and develop niche games that we feel bring something fresh and exciting to the market-focusing primarily on co-op experiences. We have an office in central Stockholm but mostly we all work from our separate homes and keep in contact via webcams. 10 Chambers co-founder Simon Viklund took some time to answer our questions about this big-selling early access game.ġ0 Chambers Collective is a collaboration between nine game developer veterans and former colleagues, founded by Ulf Andersson. Some players might find this forbidding, but those who like it like it very much. What GTFO offers that they don’t is four-player FPS co-op players absolutely must work together and make effective use of their resources or there’s little chance of them making it out alive.
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