gameloft: recommandations for starfront collision and nova 2
DESCRIPTION
Gameloft: Recommandations for Starfront collision and Nova 2TRANSCRIPT
Quang Khai Nguyen Master of International Business
Xbox gamer tag: Lhaula GP:11689
• iPhone 4G
• iOS version: 4.3
• Free space: 10.2Go
Configuration
I. Starfront Collision
1. Personal overview 2. Scenario 3. Gameplay 4. Unit information accessibility 5. Starfront vs. Starcraft 6. Warcraft III in space
I. Starfront Collision
1. Personal Overview
Pros Gameplay and control
Logical and Intuitive
Graphics 3D Color Full Map/landscape Unit Readability
Audio (music & sound FX)
Cons Scenario understandings
Lack of audio during dialogues
A bit confusing Some gameplay flaws
Reforming a group is tricky No unit formation pattern Unit can block themselves Mission design: no win situation Clunky attack/move command
I. Starfront Collision
2. Scenario A confusing scenario
Reading dialogues is boring… …and makes it harder to understand War between faction is not clearly introduce during mission Lacks of fun
To improve understanding: capture player’s attention
Use of audio dialogues in parallel Use of fun facts: Easter eggs and cut scenes… Player needs to smile/laugh when playing Starfront … …this is exactly what Starcraft2 is all about :
I. Starfront Collision
3. Gameplay Starfront needs an automatic formation pattern
For better unit readability Looks cleaner as well Spreading units allows easier selection Allows better army management… … and thus improves gameplay
Implementation of SC2’s magic Box for:
Ground Air Unit
Melee
Range
Too Random Organized
I. Starfront Collision
3. Gameplay Clunky Attack/move command
Holding the screen location feels frustrating during intense battle Add the attack/move command to the action dashboard
Mission: “Calm before the storm”
Army limit size reached 40/40 Can’t produce anymore worker Can’t attack my own unit Can’t repair the radar
By adding the attack command and friendly fire: Would resolve both problem above Allows more flexibility
Attack command
I. Starfront Collision
3. Gameplay Miscellaneous
Building rally point and shortcut Taping a building then terrain should set a rally point (shortcut) Taping a building then unit should select unit To rally point a building to a unit, use the old fashion rally command in the
building action menu
Uneven mission difficulty Last consortium mission is hard No way to skip mission after chaining losses
I. Starfront Collision
4. Unit information accessibility Right now, only available in-game while playing the race
Hard to familiarize with game mechanics and units
Need a dedicated Webpage for Starfront unit explanation or
In game unit characteristic page
Starcraft 2 unit website example
I. Starfront Collision
4. Unit Information accessibility
Other examples:
What people like about SC2… • 200-unit cap big army insane battle • Strategy Depth
Workers Harassment Bio Ball, drops, multi attacks
• Macro and micro
I. Starfront Collision
5. Starfront vs. Starcraft
…Can’t be reproduced in Starfront • Due to technical limitations • Gameplay limitations
I. Starfront Collision
2. Starfront vs. Starcraft vs. Warcraft III 5. Starfront vs. Starcraft
However, Starfront could be a Warcraft III in space by
Focusing on the micro aspect (Click and retreat) Increase unit size and life pool for player reaction Implementing hero mechanism
I. Starfront Collision
6. Warcraft III in space Unit cap comparison with Warcraft III • Starfront: 40 effective army (without workers) • Warcraft III: 90
-5 x2from gold workers + expansion -12 from wood workers Total: 68 effective army (Varies according to races)
Roughly same proportion for army size
6. Warcraft III in space
I. Starfront Collision
Keep Starfront macro concept minimum No farm building No worker management No “wall in”
Deepen Starfront micro concept by
Implementing a hero's (leveling capacity, 1 active abilities, 1 passive ability) Slightly increasing unit size and life pool (to allow easier selection and player reaction) Each lost unit should impact the battle severely ( like Warcraft III)
Since there is less unit than SC2, each unit should feel worthy implementing tax upkeep Create Meat Shield Units
6. Warcraft III in space Heroes examples:
Warden: The prophet
Caster Passive skill: Healing Aura Active skill: Mind Control Ultimate: Mass Teleportation
Myriad: The Reaper Melee unit Passive skill: Swipe (add splash damage to attack) Active skill: Charge (charge and stun unit) Ultimate: Berserk (increase movement/attack speed)
Consortium: The Black Ops Ranged unit (enhanced version of snipers) Passive: Cloak Active skill: Recon (scout ability) Ultimate: Tactical nuke
Because of the mobile limitation, Starfront can’t reproduce SC2 gameplay No big battles, less strategy… Mobile controls are less effective than mouse and keyboard.
However it may reproduce some of Warcraft 3 mechanism
Implementing Heroes (active and passive abilities, leveling and one ultimate) Focusing on micro (Click and retreat)
Heroes are cool and charismatic Player would be more attach to Starfront universe Every Warcraft III player has a favorite heroes (Demon hunter for me)
Conclusion
I. Starfront Collision
II. N.O.V.A 2
1. Personal overview 2. Kal Wardin 3. Gameplay 4. Multiplayer
1. Personal Overview
Pros Gameplay
Easy to handle and fun to play Gyroscope control helps a lot Each weapon feels unique Varied gameplay (hack, vehicle FPS)…
Graphics and audio Nice and detailed graphics Soundtrack is very good Weapon sound is great
Cons Very few Difficulty is uneven:
Some turret session Bike session Last boss
Room for improvements:
Build up Kal’s reputation Accessory management Create more accessories
II. N.O.V.A 2
II. N.O.V.A
Kal Wardin, shaping a up legend Build up more reputation around Kal Wardin
Not much is been told about Kal in N.O.V.A 2 People must talk about Kal Wardin through the campaign
Visual identity Kal’s armor/HUD looks awesome… However the helmet visor looks mediocre Looks to fly-ish
Audio identity
Kal’s needs a stronger audio identity… …with a recurrent theme music
Looks alright
Gameplay
II. N.O.V.A
Implementation of quick time events With cool interactive cut scenes (like resident evil 4) … …would enhance Kal’s awesomeness Gameplay would be more varied
Accessory button configuration Accessory button is too close to the attack button Mistapping often happens Prevent mistapping by putting more space between the 2
Gameplay Mission difficulty (played on normal)
Last boss is ridiculously hard and frustrating…
… which led to some complaints
No way to reduce difficulty during campaign
Difficulty is uneven during certain parts : (Big red dog, some turrets and vehicles session)
II. N.O.V.A
Gameplay
II. N.O.V.A
Kal’s Arsenal Weapons comments and suggestion
Homing weapons (besides Rocket launcher) would have been a nice addition
The laser gun ( or rail gun) feels weak .
Laser gun should shoot through environment (combined with a X-ray accessory)
Grenades needs a wider area of effect and why not a stun effect
Sniper rifle should have more bullets in the charger to allow a better synergy with slow time accessory
Gameplay
II. N.O.V.A
Kal’s arsenal Accessories in general
Accessories sounds boring, rename it suit upgrades The synergy between shield energy and accessories feels frustrating… …Accessories must have its own pool of energy Disc accessory feels useless compared to shotgun (rather waste one bullet than energy)
Accessories suggestions Shield Overdrive: reduces damage taken by 50% X-ray vision: for cloak detection + laser gun combination (which can shoot through walls ) Damage boost, speed boost, decoy, cloak… Homing AI: Allows energy guns to have homing bullets
Implementation of an E.S.D management system (Energy, damage, Shield) Gameplay
II. N.O.V.A
Energy, speed bonus 1. Speed increased 2. Faster energy regeneration
Shield bonus 1. Regeneration improved 2. Damage reduced
Damage 1. Reload time reduced 2. Damage increased
Gameplay
II. N.O.V.A
How can a player use E.S.D Energy, speed bonus: This perk would have been so helpful for the last boss. It would allow running between rockets and bullets.
Shield bonus: During turret session, players has no cover and hence is vulnerable. Shield bonus would improve player’s durability.
Damage bonus: Some enemies take a while to kill such as bosses or mechanical unit. Damage boost would be welcome.
E
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D
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Pop-up display for EDS
Gameplay
II. N.O.V.A
Implementation of voice over Chain kills must be awarded with a voice over like Unreal/Halo:
« Boom, Headshot »
Double kill
Triple kill
Godlike!
Holy ****!!!
Kills streak should be awarded Would bring more fun factor to the game
Multiplayer
II. N.O.V.A
II. N.O.V.A
Conclusion Polished game in almost every way
Sharp graphics Good soundtracks that change during action Sounds effect (especially during weapon reloading) are great Very easy to handle (thanks to the gyroscope option)
Room for improvement and suggestion Kal Wardin is cool so far. But he has the potential to outclass “Master Chief” By Implementing a recurrent theme music to Kal By building up his reputation through de game (people must talk about him) ESD system would allow more flexibility and gameplay during certain delicate mission