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People won't like this... but can we get rid of the wall hang timer?


(PSN)Black-Cat-Jinx
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17 hours ago, MJ12 said:

Limitations in games exist to make the game interesting. But oftentimes, if a genre-leading game has a limitation or a mechanic in it, people will fail to look past the fact that the limitation exists and consider why the limitation exists in the game and how it interacts with the rest of that game's mechanics, and just keep it in the game. And eventually that limitation ends up being... there because it's there. So bringing it back to the main discussion-what specific thing does limiting the power of the wall-latch do in Warframe to make Warframe a more interesting game to play?

Does it make the game fit its own setting conceits better? Does it create some interesting mechanical interaction? How does it help Warframe be betteR?

This entire post is probably one of the most eloquent and well-written I've seen on these forums with respect to incorporating game mechanics for good reason. Game mechanics are meant to exist for a specific purpose, yet all too often they're copied wholesale from successful games because the developers believe doing so will have the success automatically translate to their product as well, in true cargo cult mentality. Alternatively, they're simply added for the sake of adding new mechanics, and Warframe is severely guilty of both. By contrast, out of the examples cited, Doom 2016 I think is one of the best examples of hyper-focused mechanics design, because the game makes a specific point of departing from the Call of Duty mold to implement hyper-aggressive shooter gameplay, doing away not only with regenerating health, but also reloading entirely. Meanwhile, as pointed out in the above post, Warframe has ammo limitations, reloading, its own health system, and a whole bunch of other mechanics and limitations, despite the fact that none of these features really contribute towards its intended gameplay. Wall latch timers are one of the more minor examples of stuff being added to the game without any real consideration for purpose, as it fails to do anything to the player except make them arbitrary fall off walls, which is arguably counter to what it should aim for, given that parkour and three-dimensional movement are among the game's core selling points. 

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