So what are you guys trying to accomplish with the story? What sort of feelings are you trying to enage with the players through the charactes if any?
What were the key factors surrounding the decision behind the location and setting of the game?
This week we'll be joined once again by Creative Director Ed Byrne. Fire away!
I have been seeing articles popping up on sites like IGN basically bashing the same kind of direction you guys are using with the "follow the leader" approach and stating thats a big reason why shooters are growing stale and could be beginning their demise. The lack of originality ,using features just cause other companies were successful with them in their game,just being a run of the mill shooter,etc.
So my question to you is how do you think Socom can take this approach while still managing to be successful?
In case you want further explanation as to what i think is just copied for the sake of copying heres an example:
Things like Health Regen and blood splatter are an example of features added just for the sake of doing what other games do because in a third person game it makes no sense to make our TV screen bleed when we can see our character. The damage should be taking place on the character so obviously this was a feature just done to copy what the FPS shooters were doing without taking any time to consider why its an FPS feature and not viable for a third person shooter.