MAG, Killzone, Battlefield, Resistance, MOH, Homefront vs. Gears, COD, Halo, Quake, Uncharted, Timesplitters
Small Shooters:
-Usually fast paced
-Intense and personal rivalries-- a constant game of learning enemy patterns and outfoxing them
-Your role plays a bigger impact on the end result
-Usually short (10-20 minutes a game)
-Usually has much more customization for modes
-Doesn't usually force teamwork, but using it is optional and this freedom means your games aren't "make or break" on imbecile teammates
-No vehicles, focused entirely on infantry combat
-Less chaotic and not usually focused on a center "Kill zone", usually easier to predict situations and tends to flow in all areas of the map
Big, Class Based Shooters
-Slower paced, you may spend time walking just to try and get into the action
-You don't develop as many personal enemies in a game because chances he is running into many of your other teammates
-Your role isn't as big, your actions have less of an impact on the end result
-Games usually last for upwards of 20+ minutes, no small bursts, you cant jump on for a quickie
-Lack of many modes and customization
-Teamwork is forced which means your game can be soured by bad players
-Vehicles usually
-Can have "Kill zones" where there are high, unpredictable concentrations of firefights
Agreed? To an extent? Not at all?
I think this is what makes games like COD and Halo so successful-- doesn't require an effort of your time to dedicate to just playing, fast and quick, usually quicker to just jump into a game, your always on the prowl, etc.
I enjoy those big games, but it seems that there is a sense of superiority. If a game:
-has bigger maps
-Has more players
-is more realistic/intense
it is considered infinitely superior to a small, 12 player game (take the recent example of GT awarding UC3 MP Game of E3)
Yet there are redeeming values of small player games that big player games don't offer.
Or do you think bigger games are inheritently superior?
Log in to comment