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Firefly7

Why KO and Ice Runners bad (and DR good)

Nov 3rd, 2019
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  1. Knockout and ice Runners should be removed from Pedparty or reworked, because they are unfocused in design, and use unfun mechanics.
  2.  
  3. to explain, i want to define what makes a good pedparty games, and why they do not fulfill that.
  4. A good pedparty game is focused on a single attribute of play, has clear goals, and is based on on fun mechanics.
  5. what constitutes a fun mechanic is something that is inherently satisfying to work with, and has built-in goals to use.
  6.  
  7. Some example of good pedparty games are as follows:
  8.  
  9. Death run: Death run is a good game because is follows all these expectations.
  10. It is based on a single attribute of play; movement. the players try to use their movement to juke out the death to proceed through traps. there are clear goals to survive through each trap, and reach the end, by juking out the death. the mechanic of movement is fun because it is easily controlled, responsive, and is clear how and how not to use it. there is only one noteable flaw as a survivor in DR; waiting for others to go first is an effective strategy. this is offset by the reward of getting far enough ahead that the death just ignores you.
  11.  
  12. As death, is it perhaps less fun but still pretty good, because it still follows all the expectations
  13. goal; kill all players with traps
  14. mechanic: activating traps to call out player movement
  15. attribute of play: movement
  16. all of these are good. there is 1 downside; the player movement can be laggy. with non-laggy players, it often is quite fun though.
  17.  
  18. and such is true with more of the gamemodes
  19. PP: Mechanic is movement and jumping, goal is survival, attribute of play is platforming
  20. PJH: Mechanic is movement and jumping, goal is survival, attribute is avoidance and fine movement
  21. Pig Run: mechanic is movement, goal is survival, attribute is avoidance of enemies
  22.  
  23. all of these have good design because they follow what makes a good game, and are effected by lag very little.
  24.  
  25. for KO and IR, this is not the case.
  26.  
  27. in knockout:
  28. Mechanic: Knockback
  29. Goal: knock others to the water, by hitting them after they use their double jump
  30. Attribute: Spacing and movement
  31.  
  32. Knockback fails as a pedparty game because its goal and mechanic are inherently laggy and unfun.
  33. you cannot reasonably hit a person after they used their double jump with a read or outplaying. It is simply too laggy of a mechanic, they will not be where they are shown to be and their movement will be broken. On your opponent's end, they could be being hit by things that clearly did not hit them on their end, and their control over movement would be taken away, which isnt fun. this leads to the game feeling unfocused and unfun. when you have no defined way to kill the opponent, it devolves to just randomly shooting in their direction and hoping to get lucky, and when you do get lucky it feels unfair for them. Knockback as a mechanic does not work for pedparty. in addition, the games are often quite long because of the inability to kill others. While the attribute of play it encourages - spacing - is fun, the rest of it falls short.
  34. It should be removed because of this.
  35.  
  36. Ice Runners fails as a pedparty games because it is spread too thin, and has no clear attributes nor enough focus on a single mechanic
  37. Goal: Stand in the middle
  38. Mechanic: Ice rod, pickaxe, block placement, bow usage, positioning,
  39. Attribute: Spacing, Usage of various items, combat
  40. What we see with Ice Runners is that there are simply too many mechanics, so it doesn’t focus enough on any given one of them. It ends up feeling like a sort of unfocused sandbox you’re just thrown into. The goal is clearly to get to the middle and stand there, but defending the middle uses many different mechanics, so it doesn’t feel like it all fits together. You use Blocks as protection, Ice bow as a close-range damage option (ice rod is much superior to use long-range because of spammability) and then ice rod for combat and movement. Then you have positioning with the platforms giving buffs, and the middle having a bottom passageway. Some of these mechanics work well together, but it leads to the means of achieving the goal feeling undefined. As well as this, the combat with the ice rod is spammy and does not work very well for PvP. The Ice Rod is too powerful as a weapon and works best while still, giving a large advantage to the defenders.
  41. I would rework Ice Runners to be in a much smaller area, with only 1 or two of these mechanics, and a shift away from ice rod in combat.
  42. In conclusion, good games have good things, IR and KO don’t have those things because knockback bad and having too many options bad.
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