I realize this may be rehashing what has been talked about on other threads, and I apologize if that is on welcome.
Goal
At this time I thought it would be prudent to start fresh in-light of we now have more real game play videos and testers that can help anolyze this to a more accurate state. To take what we have talked about and observed, and brake it down to a purer form then we have seen before.
Speculation
Talking to my friend tonight, the more and more he sees more about brink the more he is becoming indifferent to it, where once before he was just as excited as I am.
Him and I are both big long term TF2 players, for all it's faults, it still manages to encourage team work. The window of current content he and I have observed is giving the impression that this isn't what Brink is going to offer per-say. I would like to state now NETHER of us are looking for a TF2 clone by any means. Him and I both agree that its the essence of TF2 style encourage teamwork coordination would be highly welcomed in Brink not the entire game.
Observation
What we are lead to believe by what we have seen thus far is this; a team has to all work toward goals unique to the roll in which we are playing, and tho we fight together on the same map to while attempting accomplish said goals, it presents itself as if a bunch people are running around from place to place on a map, randomly bumping into each other while trying to push switches unique to each player.
Comparison
A similar effect can happen in TF2 play but not always as drastic.
Examples:
Pro-teamwork
A medic working with the players in tf2 works best when communicating with the person they are helping in order to push a head, or ready the team they are about to uber and offer a greater offense. A spy may run a head to disable sentries and be in communication with the team to come in range and open fire upon the engineer's equipment when he starts this process to insure a greater chance of success to overtake the area. Three players go into the enemy base to capture the flag, defending each other on the way to win the flag with much higher success rate then a lone player.
Anti-teamwork
The opposite of this game play can of course also occur; players will run around and single out specific targets to conquer; A spy will go out by himself and destroy the engineer and his sentry, tho helpful to the team, if no one knows its safe to move in, a precious opportunity is wasted. Similar result comes from a lone medic+1 uber when it comes to overtaking an objective.
A single player runs in to the enemy base to capture the flag, if poorly defended he may get away with it, if not he may fail many times trying to over power a team by himself, it ends up being a constant gamble he may get lucky and hit things perfectly and his skill will do the rest, he may not. If he were to coordinating with a couple team mates his odds improve greatly.
Summary
Brink seems to show that it favors a version of the Anti-teamwork game style. The difference is that brink game play seems to be based around this style and even encourage this with greater EXP. Your team has a great chance of succeeding if the players keep to there own specific goals rather then coordinating to accomplish more common ones. More about working independently, rather then directly assisting each other.
Conclusion
I am not suggesting there is anything wrong with this type of game play by any means, it may even have more depth to it then my simplified inexperienced views of it. People like my friend, our gaming community and I would like to see this form of coordinated team work come from brink and would like to have more understanding about what we might expect from the style of game play.
Goal of this thread
At this time I would like to hear more from the rest of the community that has been keenly watching and even playing to give more insight from what we can speculate and know to try and come and reach the most accurate description of Brink's game play.
Thank you for your time, I look forward to your comments.
Goal
At this time I thought it would be prudent to start fresh in-light of we now have more real game play videos and testers that can help anolyze this to a more accurate state. To take what we have talked about and observed, and brake it down to a purer form then we have seen before.
Speculation
Talking to my friend tonight, the more and more he sees more about brink the more he is becoming indifferent to it, where once before he was just as excited as I am.
Him and I are both big long term TF2 players, for all it's faults, it still manages to encourage team work. The window of current content he and I have observed is giving the impression that this isn't what Brink is going to offer per-say. I would like to state now NETHER of us are looking for a TF2 clone by any means. Him and I both agree that its the essence of TF2 style encourage teamwork coordination would be highly welcomed in Brink not the entire game.
Observation
What we are lead to believe by what we have seen thus far is this; a team has to all work toward goals unique to the roll in which we are playing, and tho we fight together on the same map to while attempting accomplish said goals, it presents itself as if a bunch people are running around from place to place on a map, randomly bumping into each other while trying to push switches unique to each player.
Comparison
A similar effect can happen in TF2 play but not always as drastic.
Examples:
Pro-teamwork
A medic working with the players in tf2 works best when communicating with the person they are helping in order to push a head, or ready the team they are about to uber and offer a greater offense. A spy may run a head to disable sentries and be in communication with the team to come in range and open fire upon the engineer's equipment when he starts this process to insure a greater chance of success to overtake the area. Three players go into the enemy base to capture the flag, defending each other on the way to win the flag with much higher success rate then a lone player.
Anti-teamwork
The opposite of this game play can of course also occur; players will run around and single out specific targets to conquer; A spy will go out by himself and destroy the engineer and his sentry, tho helpful to the team, if no one knows its safe to move in, a precious opportunity is wasted. Similar result comes from a lone medic+1 uber when it comes to overtaking an objective.
A single player runs in to the enemy base to capture the flag, if poorly defended he may get away with it, if not he may fail many times trying to over power a team by himself, it ends up being a constant gamble he may get lucky and hit things perfectly and his skill will do the rest, he may not. If he were to coordinating with a couple team mates his odds improve greatly.
Summary
Brink seems to show that it favors a version of the Anti-teamwork game style. The difference is that brink game play seems to be based around this style and even encourage this with greater EXP. Your team has a great chance of succeeding if the players keep to there own specific goals rather then coordinating to accomplish more common ones. More about working independently, rather then directly assisting each other.
Conclusion
I am not suggesting there is anything wrong with this type of game play by any means, it may even have more depth to it then my simplified inexperienced views of it. People like my friend, our gaming community and I would like to see this form of coordinated team work come from brink and would like to have more understanding about what we might expect from the style of game play.
Goal of this thread
At this time I would like to hear more from the rest of the community that has been keenly watching and even playing to give more insight from what we can speculate and know to try and come and reach the most accurate description of Brink's game play.
Thank you for your time, I look forward to your comments.