07 August, 2012

Control systems

I recently tried out another popular title called "League of Legends".  It is free to play with micro transactions that allow players to unlock various heroes and looks for said heroes.  The first thing that I noticed was the control scheme employed.  One does not control ones hero directly, rather one clicks a location where one wants the hero to go and the hero responds accordingly.  There are 4 skills per hero which can be activated via keyboard or by clicking on them with the mouse.  I found the experience to be more along the control scheme found in RTS (Real Time Strategy) games where one acts as a commander who tells the troops where to go.

Since the majority of the player controls in my game will be based on the standard FPS(first person shooter) control system I'm thinking that when it comes time to market the game I will need to say that it is an MMO FPS game.  Yes there is the commander position, but that position and the control scheme when in a commanding ship (which will be more similar to the RTS control scheme) will be a very small portion of the game that many players may not even experience.  While commanders also won't be able to control anything directly like in RTS games, they will be able to set waypoints that all under their command or even in the faction can see,  they will be able to set a wireframe equivalent of the structures to guide the ground troops, and they will be able to sound alarms in a given hexfield if they find an enemy force is present.

I find that people have spent years developing skill sets in these various schemes,  which is why I don't see them going away any time soon

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