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Objectively speaking, pure objective gametypes are terrible (Destiny)

by RC ⌂, UK, Tuesday, April 14, 2015, 17:53 (3317 days ago) @ Cody Miller
edited by RC, Tuesday, April 14, 2015, 17:58

...for online matchmade multiplayer.

That's what Destinys gametypes are designed for. Not LANs. Not tournaments.

Not every player can be expected to be invested in the outcome of the match or in being sporting. Pure objective gametypes in shooters allow too many player behaviours to be unnecessarily disruptive. Such as holding the objective or playing for kills.

The appallingly low population of objective playlists in Halo has already been pointed out. Why would Bungie try something that has already failed, multiple times?

Often too, the most efficient way to 'win' a pure objective gametype was the least interesting, and kill-light: run the flag back 3 times in a minute and a half, hold the oddball in a corner for a few minutes, run into the Hill and stand there.

In a mixed slayer/objective gametype, if players decide to ignore the objective and go for kills, they impose a self-handicap that gives a chance to the other team in a score sense. If they stop at 2 of the 3 control zones, in most cases they'll have to give the other team a safe spawning zone so they aren't spawning in behind them and taking their objectives. If they go for all three, the actual score is made up by something fun (killing people) and is reached much more quickly.

Bungie aren't given enough credit for this, actually.

EDIT: putting aside concerns about point balance between objective-focused and kill-focused action: yes, there is a fundamental design reason, and it's a damn good one IMO.


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