Notes on Titanfall 2

bt_thumbsup

1. Titanfall was very good. Considering it was made primarily by former Infinity Ward members, it very easily could’ve just been Call of Duty multiplayer but with giant robots. But it managed to be more than that. Respawn thought carefully about the game’s balance. They had to. The giant robots couldn’t just be an instant win. Counterintuitively, if the game was to be about how amazing these big robots were, there needed to be advantages to not being in a robot. The obvious way to deal with this was level design: doorways and building interiors that a titan can’t fit into. Each Titanfall map had a mixture of wide roads and open areas for the Titans and twisting corridors and rooftops for the nimble Pilots. Make it so the player has to leave the titan sometimes. Easy.

The less obvious approach: make not being in a titan feel really good. If the titans are giant, clunky, invincible machines, then the pilots have to be the opposite of that. This isn’t just the default Call of Duty first-person controller. You can auto-dash, wall-run, slide, double-jump. The repertoire of your character opens up Titanfall’s maps in exciting ways. When you are clomping around in your titan, pilots could be anywhere around you while you are stuck in your little area. Titanfall didn’t just make the robots feel good. It ensured the robots and the humans felt polemically different, each contrasting and accentuating the strengths of the other.  Continue reading

Advertisements