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	<pubDate>Sun, 07 Sep 2008 20:59:00 -0500</pubDate>
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		<title>Competitive Mod Idea</title>
		<link>http://www.moddb.com/members/sunit/blog/competitive-mod-idea</link>
		<pubDate>Wed, 05 Mar 2008 21:44:28 -0600</pubDate>
		<description>[center]&lt;strong&gt;Competitive Game Idea&lt;/strong&gt;[/center]

I am working on a competitive FPS game idea and am currently analyzing different aspects from past competitive games I have played.  I am mostly using my experience with counter&#45;strike 1.6 and halo 2.  Most of the aspects I outline are applicable to any game.  Please let me know what aspects should be emphasized or where I am going wrong.  I am planning on creating a competitive game mod since I can&rsquo;t play competitive games from college.  Here are some of the best aspects of a competitive game that I have come up with: 

When I first started my mod idea I wanted to create a mod that let the player do new things that they had never been able to do before which were wacky and crazy.  I got it built up in my head that I could create the next best thing to the portal gun and that the more innovative I was the better my mod would be.  I have come to the realization innovative doesn&rsquo;t necessarily mean that it is an amazing game idea.  I have some solid general ideas for my mod but I am struggling with the following:

&lt;strong&gt;Game Types / Game Rules&lt;/strong&gt; 
&nbsp;&nbsp;&nbsp; o    I want the game to have a building climax at the end of each game or round to increase the &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; intensity of the game.  I would consider possibly having multiple climaxes but I think having &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; multiple climaxes would take away from the suspense of the game.
&nbsp;&nbsp;&nbsp; o    I am struggling with this part please help!

&lt;strong&gt;Map designs&lt;/strong&gt;
&nbsp;&nbsp;&nbsp; o    I am also having trouble coming up with unique map ideas.  I want to create maps designed by &nbsp;&nbsp;&nbsp; strategy instead of strategy being designed by maps 

&lt;strong&gt; Equipment&lt;/strong&gt;
&nbsp;&nbsp;&nbsp; o    So far no new equipment ideas that haven&rsquo;t already been used in other games.  I want the &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; equipment in my game to accomplish the following:
&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &#45;    Add more levels to strategy.  Instead of taking positions by pure aim I want the equipment to &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; balance aim and strategy.  
&nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &#45;    Add new possibilities on how they can take positions 

&lt;strong&gt;Guns&lt;/strong&gt;
&nbsp;&nbsp;&nbsp; o    So far I have the default gun types pistol, SMG, shotgun, rifle, sniper, and projectile weapons.  I &nbsp;&nbsp;&nbsp; am still not sure if I want to keep projectile weapons.  When it comes to competitive games &nbsp;&nbsp;&nbsp; &nbsp;&nbsp; &nbsp;&nbsp;&nbsp; players usually resort to always buying the same gun unless they don&rsquo;t have enough money and &nbsp;&nbsp;&nbsp; in that case they will use their default gun or resort to buying the same cheap gun all the time.  &nbsp;&nbsp;&nbsp; I want players to have to deeply contemplate on which gun to use in which position/strategy &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; they are using. 

&lt;strong&gt;Revolutionary Ideas&lt;/strong&gt;
&nbsp;&nbsp;&nbsp; o    I am trying to be more honest with myself about crazy new ideas and that crazy doesn&rsquo;t &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; necessarily mean that it&rsquo;s a good idea.  I have been contemplating some of my new ideas for an &nbsp;&nbsp;&nbsp; &nbsp;&nbsp;&nbsp; FPS but I am still not sure if they would be applicable for a competitive game&#45;type
&lt;strong&gt;Game Engine&lt;/strong&gt;
o    I am currently playing with the idea of using the source SDK.  I am not sure which of the games I want to make it a mod of so if you know which one would be the best for this type of game please let me know. 

[center]&lt;strong&gt;Top 5 Aspects of a Competitive Game&lt;/strong&gt;[/center]

(The top 5 does not include community or leagues because those parts aren&rsquo;t part of the development of the game itself.)
&middot;&lt;strong&gt;    The top aspects of a competitive game:&lt;/strong&gt;

&lt;blockquote&gt; o    Game/Game rounds end at a climax
 o    Advantages gained by clan based strategy
 o    Suspenseful and adrenaline pumping
 o    Balanced maps (optimized for strategy/tactical positions/correct size)
 o    Requires skill to play which can be developed (accuracy, reaction time, movement)
&lt;/blockquote&gt;

[center]
&lt;strong&gt;Aspects of a Competitive Game&lt;/strong&gt;[/center]

&lt;strong&gt;&middot;    Community (Extremely important aspect)&lt;/strong&gt;
o    If a game does not contain a community of players it can not be considered a competitive game.  The one thing that keeps players playing after they become tired of a game is the community
o    Clans
&sect;    Suspense of recruitment/trying out
&sect;     Committed to only one clan not multiple clans
o    Esport&#45;Popularity in community / being known
&sect;    Becoming infamous and feared within the community

&lt;strong&gt;&middot;    Leagues (Extremely important aspect)&lt;/strong&gt;
o    Having a grouping/ranking of different teams 
o    Players should view pros as celebrities 
o    Players care whether they win or lose
o    Have a prize / reward (sponsorships, 
o    Anti&#45;cheat system and admins
o    LAN Tournaments as well as online tournaments for money/prizes

&lt;strong&gt;&middot;    Strategy (Extremely important aspect)&lt;/strong&gt;
o     Clans must work together to capture positions or complete objectives
o    The more fluidly a clan works together the better the outcome should be
o    Players must work together to perform something unexpected such as boosting them into a position that is unexpected
o    Strategy no matter what is still affected by the experience of the player

&lt;strong&gt;&middot;    Glitches&lt;/strong&gt; ( in my case it would be on purpose J but shhhhh)
o    Something that takes extreme skill to exploit / use which can be extremely useful in certain conditions
&sect;    Example: Bunny hop in counter&#45;strike 1.6 and the BXR,BXB,RRX in halo 2
o    Glitch can&rsquo;t be abused such as super jumps in halo 2

&lt;strong&gt;&middot;    Awareness&lt;/strong&gt;
o    Require the player to listen and pay attention to their surroundings/position
o    Footsteps (to know if someone is coming and how many are coming)
o    Distinct gun sounds (to know if they have a long range of close range weapon) 

&lt;strong&gt;&middot;    Suspense&lt;/strong&gt; 
o    For death or failure there has to be consequences
&sect;    Knowing that if you die you won&rsquo;t come right back to life
&sect;    Players must value staying alive 
o    The game is winding down to the last minutes when it is a close game
&sect;    Players must be able to tell how close they are to winning/losing.  This is because if a player doesn&rsquo;t know how close they are to winning/losing it doesn&rsquo;t create enough suspense and will result in players going through the motions of the game instead of coveting every capture/kill/round they get
o    Having everyone in the server watching you(dead spectator) clutch a win
&sect;    Knowing that other people are watching you increases your adrenaline 
o    Being outnumbered or surprised
o    Staying alive/killing the enemy or completing an objective results is better weapons and power&#45;ups (if you don&rsquo;t die you can&rsquo;t lose your weapon/power&#45;up)
o    Anything that puts the odds of you winning or surviving extremely low
&middot;    Experience (Newbs =&gt; intermediate =&gt; professional)
o    This is done by creating aspects in the game that require a learning curve.  This learning curve is created by all of the other great aspects of a competitive game such as knowing the glitches, game aspects, and strategy
&sect;    (must be careful not to make the game to complex or else the player will become lost)
o    Players must learn the best places in the map to control and the best places to surprise their opponent
o    A player must develop accuracy and reaction time 

&lt;strong&gt;&middot;    Maps&lt;/strong&gt;
o     Different maps so that player does not become bored.  
o    Maps should require the players to develop new strategies
o    
o    Various sizes(maps should be well within the size of small&#45;huge)
&sect;    Small=bad (does not generate enough suspense creation or enough room for strategy creation and anticipation)
&sect;    Huge=bad (players lose interest and end up playing long games of hide&#45;n&#45;seek with the enemy)
o    Avoid an irritation found in all MMORPG games which is finding  yourself running across a landscape wasting time just to get to a location and dieing within seconds

&lt;strong&gt;&middot;    Game Play Rules&lt;/strong&gt; 
o    The speed of game play should work like a story except ending at its climax
&sect;    Counter&#45;Strike is an excellent example of this, each round ends with the anticipation of the bomb or the last players battling it out
o    It is impossible/not as fun if a player is constantly in danger.  If a player is always in danger they will never get any adrenaline pumping

&lt;strong&gt;&middot;    Movement&lt;/strong&gt;
o    The player movement speed should be fast based but not at a hyper&#45;speed
&sect;    Movement speed should be set so that the player does not get mad that they are moving so slow.  
&sect;    If movement speed is at a hyper&#45;speed the player easily loses control of their player and counteracts many of the other aspects
o    The player should be able to piece together fluid movements throughout the map
&middot;&lt;strong&gt;    Luck&lt;/strong&gt;
o    PWNing the other team such as an ace/killtacular/wicked sick/god like
o    Killing someone without knowing it such as through a wall
o    Killing multiple people with a single shot without trying
o    Anything else in game that makes anyone say lol/rofl/how did that happen</description>
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