Tactital Gameplay

Sorry for the double post but I had an idea.

Perhaps they could use a mixture of linear and open environment game-play. They would have linear sections with limited lateral capability connection large more open environments with a lot of lateral movement. The final battle in Ep2 comes to mind, where you had to go back and forth fighting striders and hunters . In Ep3 it could be running around to turn on generators or something or just fight. There would be many ways and orders you could go about it.

Another idea along this same line: like the car level in Ep2 where you would drive and reach a compound where you would have to explore and discover something to move on... adding a randomizer to the location of needed switches or batteries would add to re playability.

Not being able to shoot while sprinting I think would also add another level of depth to the game play.


AI director in HL2? Didn't VALVe use a primitive of that in EP2 to prevent you from respawning with no health or whatever? That could actually be pretty good, but altering map props and triggers based on user performance would be essentially impossible, unless VALVe used multiple maps, which would only use up moar hard drive space.

The sprinting thing sounds good, but it could prove frustrating to people used to shooting WHILE sprinting.
 
It's not impossible seeing as L4D2 has the graveyard whose path gets easier or more difficult depending on performance.
 
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