The State of Play

June 25, 2007

What isn’t so great about … Shadowrun?

Filed under: good games vs. bad games, multiplayer, online, sent to die, Shadowrun — domstah @ 7:33 am

Before I start on this post – please read the first part – What’s so great about … Shadowrun? first. Shadowrun is a fun and compelling multiplayer game, however there are certain parts of Shadowrun that fail to live up to expectations. The history of Shadowrun is tumultuous (as is every game that came out FASA apparently) – the game was rumored in production (often linked to Bungie) for a long time before it was unveiled at the last E3 in 2006. To the disappointment of fans of the Pen and Paper RPG and the 16bit interpretations, FASA decided to go with a fantasy infused Counter-Strike clone – so press reaction was muted, and the games treatment by Microsoft was less than maybe it deserved. In the end, the game did a very good job of creating a multiplayer game that focused on interdependent team play – with great Halo-esq controls and some new mechanics that will be quickly be stolen by other games. However there were a number of areas where the game failed to even match their “peers” in the Multiplayer market. As a Multiplayer focused Game Designer, here are my thoughts on where Shadowrun went wrong …

Multiplayer games need communities

If your game focuses solely around multiplayer, then you are going to have build in some community tools to your product. From simple group “tracking” tools to encourage “clans”, to more advanced stat tracking and player recognition system … and finally to the new “holy grail” of online development – user created content (maps, skins, logos etc.). Shadorun is mostly an anonymous affair – games are set-up “randomly” via Live so the cast of characters you meet changes every time you change servers (which is arguably a good thing), however since there is no sense of player recognition (besides achievements) it is very hard for player to initially judge whether they are outclassed by the opposing team, or how good their own teams mates are. Lack of fundamental “standards” in Shadowrun such as player customization, player rank or stat tracking (which is clearly taking place but is not accessible to the player) are in part what hurts Shadowrun’s reputation and caused the game to review poorly, and thus not get “discovered” by the gaming masses. The game even lacks “match” awards (Best with Handguns, Most useless, Team Killer etc.) – something that has been around since GoldenEye – or an MVP award for the player that made the biggest difference – simple player recognition that has no effect of the game or it’s players but at least will give it’s interpretation of who the best and the worst players were in a game.

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June 18, 2007

What’s so great about … Shadowrun?

Filed under: good games vs. bad games, multiplayer, online, sent to die, Shadowrun — domstah @ 9:29 pm

I know this took a little longer than it should to get back to talking about Shadowrun, but it has given me plenty of time to fall in love it, and then back out of love with it. I want to write about what has drawn me back to Shadowrun time and time again despite all my thoughts brought up in the product analysis. Next time, I’ll write about all the issues I have with Shadowrun – and how I would have done things differently …

Interdependence

While almost every online game has “team” modes – very few (hardly any on consoles) involve players being reliant on each other. In Shadowrun, each team needs multiple people to “sacrifice” a power-up slot for a healing or resurrection ability. Good teams have Rezzers and Healers, bad teams have Elves with Gliders, Smartlink, Smoke and the Sniper Rifle. I love knowing that someone has my back if I die, or that sticking close to a particular player is smart because he drops trees in big fights. I like to rely on people – it’s why I like Online Multiplayer gaming, I like that it teaches gamers “don’t always be a dick”. I like that Shadowrun rewards the healer and the Rezzer – I’m bloody awful at killing people but I can still be pretty high on the “team list” by rezzing my suicidal teammates.

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June 4, 2007

Shadowrun

Filed under: good games vs. bad games, multiplayer, online, sent to die, Shadowrun — domstah @ 11:45 am

I played a lot of Shadowrun last week, which is one of the few “pure” multiplayer games on consoles right now. I wrote up a “Product Analysis” for it to identify where it worked for me, and where it didn’t. I want to talk more about it but I wanted to post the Product Analysis before I talk more about this game.

Shadowrun is a multiplayer (16 players max.) FPS game with a fantasy/sci-fi theme based of a semi-popular Pen and Paper RPG. Heavily influenced by Counter-Strike, Shadowrun has three game modes – Extraction (a multi-flag CTF), Raid (single flag CTF – where one side is always defending or attacking) and Attrition (Team Deathmatch), and 9 maps.

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