Hey all,
First off I just want to say "thanks". I take the issues you guys are airing to heart, even the really critical ones, and we're humble enough to realize the onus is on us to prove - and not on the community to simply accept - that the game mechanics in conjunction with level design create a tactical, teamplay-oriented game rather than a shoot 'em up.
I won't try and convince anyone otherwise at this point. But will say that, as the beta opens up and people have actually played the game, I'll be listening closely to hear if people still have these same fundamental concerns. I'm not expecting we'll get it perfectly right on the first try, but the whole idea of an online game is that it can evolve with the community's feedback.
What I would like to reflect on, however, is more generally how game mechanics interplay with level design, with each other, and with a hundred other things to culminate in the final flow & feel of a game.
In other words, whether a level is somewhat linear or whether it's an open spaghetti-web design by itself doesn't mean much. In both cases, you could have gameplay that is either very tactical or very arcade-like. The same is true for whether or not gameplay is inherently dynamic or whether almost every game feels repetitive in flow.
What I'm getting at it is very rarely possible to make deterministic decisions about gameplay, flow, and feel from any kind of Recipe-approach to game mechanics. E.g. "I want variety in my game. So, I'll make my maps open. Check & done." I wish it was true, because our lives as developers would be a hell of a lot simpler But frankly - development is a highly iterative process. You try, you fail, and you try again until you get it right. The most subtle adjustment to any game mechanic (let's say running speed) will dramatically, and completely change the feel of a game.
What we zoomed in on with GRO is finding a set of mix of all these mechanics and other choices that ultimately achieve a few things we considered core to the franchise: 1) rewarding thinking before acting. 2) rewarding tactical play, 3) an emphasis on the value of Intel, 4) getting away from a run 'n gun style action shooter (of which we think there enough out there already), and 5) having a dynamic game (the person posting about meta-gaming is exactly right).
Not everyone will like every choice of mechanic, but I hope you guys will come around on some of the specific ones after you play. But if not, we’ll be listening.
Thanks,
-- Theo