Titanfall Is Designed To Be Inclusive Of All Play-Styles
It is being hailed as a game-changer (every single pun intended) for online shooters and if our recent impressions of the beta are anything to go by then Titanfall has certainly gone some way towards being just that.
One of the good things about Titanfall is that you don’t have to necessarily conform to any play-style. Instead, it is designed to be inclusive of all play-styles. Hardcore players will still have the edge and this is not a tactic to widen the net for more sales either according to Respawn’s Fairfax McCandlish (who names their son that?).
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McCandlish explained, “Titanfall is designed to be inclusive. We want many different skills to be valid. For example, pure aiming (tracking or snapping) is often favored over leading in shooters, so we added weapons that have travel time or fire projectiles. Parkour and smart pistol reward maneuvering skill. Pilot combat is highly lethal (low time to kill) whereas Titan combat is low lethality (higher time to kill).
“Each play style requires different skills, and all are valid in Titanfall. The reason for inclusive design is not just to sell the most copies. Inclusive design gives you a wider variety of opponents and situations. It is part of the appeal of asymmetry in games.
“Testing a narrow band of player skill, like insta-gib or kar98 only servers definitely have their place too. Mirror matches in Street Fighter or Starcraft are also fun. However, we did not set out to design a narrow band game. Shooters famously have several already. What they do not have is a place for fans of different shooters to get together on common ground and settle things once and for all.”
We’ve already heard from Alessandro that the game is surprisingly balanced in the way it deals with Titans vs pilots and now with all play-styles being kept relevant this could be the sort of game that anybody can get into.