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WoW and 4e - where's the beef?
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<blockquote data-quote="Greg K" data-source="post: 4834873" data-attributes="member: 5038"><p>Mearls loves Halo 2 according to a blog entry. He even discussed the Halo 2 damage system in his WOTC design test as seen in the following excerpt from a WOTC Design and Development article dated 0/7/2005 in which they shared Mike's design test answers</p><p></p><p>" 7. Describe a game mechanic (from a game other than a roleplaying game) that you think is good, and explain why you think it's good.</p><p></p><p>Mike Mearls: I love mechanics that emphasize the fun parts of a game while pushing the dull parts to the background. Halo 2's damage system removes the typical health meter found in first person shooters. Instead, each player has a shield that soaks damage. Once the shield is gone, additional shots damage a target based on where they hit. When the shields recharge, all body damage heals.</p><p></p><p>The time needed to recharge is long enough that you are unlikely to heal in the middle of a firefight, but it readies you for the next area of a map once you defeat your current foes. This emphasizes the fun parts of Halo – running around, blasting away at enemies – without forcing players to spend time in search of healing or power-ups. Such a search isn't necessarily fun, and it puts the game on hold until the player is in a good shape to continue.</p><p></p><p>In multiplayer games, this mechanic encourages good tactics. An ambush or clever use of terrain gives a big edge, since in most cases two opponents meet with full shields. If it takes 10 shots to defeat an opponent, whoever fires first, or whoever makes an opponent miss more often, gains a big advantage."</p></blockquote><p></p>
[QUOTE="Greg K, post: 4834873, member: 5038"] Mearls loves Halo 2 according to a blog entry. He even discussed the Halo 2 damage system in his WOTC design test as seen in the following excerpt from a WOTC Design and Development article dated 0/7/2005 in which they shared Mike's design test answers " 7. Describe a game mechanic (from a game other than a roleplaying game) that you think is good, and explain why you think it's good. Mike Mearls: I love mechanics that emphasize the fun parts of a game while pushing the dull parts to the background. Halo 2's damage system removes the typical health meter found in first person shooters. Instead, each player has a shield that soaks damage. Once the shield is gone, additional shots damage a target based on where they hit. When the shields recharge, all body damage heals. The time needed to recharge is long enough that you are unlikely to heal in the middle of a firefight, but it readies you for the next area of a map once you defeat your current foes. This emphasizes the fun parts of Halo – running around, blasting away at enemies – without forcing players to spend time in search of healing or power-ups. Such a search isn't necessarily fun, and it puts the game on hold until the player is in a good shape to continue. In multiplayer games, this mechanic encourages good tactics. An ambush or clever use of terrain gives a big edge, since in most cases two opponents meet with full shields. If it takes 10 shots to defeat an opponent, whoever fires first, or whoever makes an opponent miss more often, gains a big advantage." [/QUOTE]
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WoW and 4e - where's the beef?
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