My
chosen game for this assignment is Team Fortress 2, released in 2007
by Valve Software. A sequel to the Quake 1 mod Team Fortress (1996)
and the Half Life 1 mod Team Fortress Classic (1999), Team Fortress 2
was in development from 1998, and the game evolved in several
directions and incarnations as it first changed from the Gold SRC
engine to the Source engine, moving the game from a modern setting to
a human vs. alien invasion setting before finally concluding with the
game we know today, set in the late 1960's and inspired by early 20th
Century industrial artwork. My aim for this assignment is to explore
how Team Fortress 2 uses both familiar and original game mechanics to
create a game that encourages and rewards teamwork whilst also
satisfying a player's competitive nature, and how it's distinctive
art style helps the player identify other players and navigate the
environment.
1.
Gameplay
Fundamentally, Team Fortress 2 is a multiplayer team based
first person shooter, and in terms of basic gameplay a player can
run, shoot, jump and crouch, actions that are common across all 9
available classes. Already discounting iron-sights or the ability to
sprint or walk, the game further deviates from others in the genre by
creating different play styles for every class, so how one would play
as a Soldier differs from how one would play as the Scout. And it is
these differences between the classes that actively encourages
players to work together – each class can counter another class,
and there is no advantage in players all choosing to play the same
character class. Instead, the opposite is true with class stacking
resulting in diminished results against a team of players working
with different classes. And in that vein, the euphoria that a player
can experience when a team is well balanced and cooperative as they
fight for victory can be highly rewarding, further rewarded in being
able to kill the losing team in a“humiliation
mode”.
Rough example of how three classes counter the other |
It
is from these individual mechanics for each class that encourages and
rewards players for working together as a team for a common goal.
Like most multiplayer games, Team Fortress 2 includes a kill feed
displaying which killed another player and the weapon used which adds
to an individuals score, however it also brings a notion of assisted
kills, with the last two players to kill an opponent being credited
with a joint kill, with points being allocated to both the player
that made a kill and the team mate that assisted. On top of receiving
points for killing opponents and capturing points, those playing as
classes that don't necessarily fight directly can also receive points
for helping out their team, whether it be points for Medics healing
injured players, points for the Pyro and Sniper extinguishing team
mates that have been set on fire, or points for the Engineer for
other players using a teleporter he has built.
Kill feed credit for a kill being allocated to two players. Also a credit for defending an objective. |
However,
individual player points rarely mean anything if the team does not
achieve it’s objective, and instead points are used as a way for
the player to track their personal records – this is especially
important when it comes to new players unfamiliar with the game.
Death in general is approached in a light hearted manner, and as the
inexperienced player improves, death will sometimes bring up a
message informing them of having dealt more damage or healed more
points than in previous lives, rewarding persistence and challenging
the player to improve to beat their previous record. As mentioned
above, these stats are more than most kills, and can involve the
number of captures, number of teleports, amount of healing achieved
and so on. The game further tracks these records, and uses them to
encourage new players to beat their previous best rounds, and also
challenges more experienced players to continue improving.
A kill screenshot, with a message indicating that the player almost beat their previous record in assists |
Another
example of Team Fortress 2 using game mechanics to direct players
towards working as a team rather than acting selfishly includes one
of the most distinctive features of the game, the Uber Charge. Most
other games that feature medic classes, for example the medics in
Killing Floor (Tripwire, 2009), Brink (Splash Damage, 2011) or even
the original Team Fortress Classic, requires the player to be in
close proximity to an injured team mate in order to restore health...
and as a result, players in these games generally play more selfishly
by using the healing abilities to keep themselves alive whilst
fighting with the rest of the team instead of helping those in need
of health.
As
a Medic heals injured team mates via a healing beam that visibly
shows a team coloured effect when used, he will also slowly fill a
bar at the bottom of his screen, which will flash once the player has
filled the bar entirely. At this point, whilst continuing to heal a
team mate, he can activate an Uber Charge, which is effectively 8
seconds of invincibility for the medic and their chosen patient. The
Medic cannot attack and be invincible at the same time, and the team
mate must be connected via the healing beam to receive the benefit. 8
Seconds of invincibility can make the difference between victory and
defeat in the choke points located in every map, a way of breaking
through the enemies defence to create a path for their team mates to
continue. The Uber Charge is a reward for the Medic player's patience
and hard work to heal and stay alive, and a reward to his team mate
if the uber is used effectively to break through an enemies defence,
both players stacking points in the process… furthermore, the
praise players may receive from their team mates for successfully
using an Uber Charge can create positive encouragement, especially
during a final push that results in victory shortly afterwards.
A Medic deploying an Ubercharge with a Heavy, defending a control point. |
2.
Art
Another
aspect of Team Fortress 2’s underlying design involves the art
style and how it is utilised to enhance the gaming experience beyond
cosmetic appeal. On face value, the game simply appears cartoon like
and heavily stylised, and upon the game’s final appearance being
unveiled the initial reaction from fans of the original were negative
decrying a lack of realism and ‘kiddie’ graphics. Since release,
Team Fortress 2 has instead received praise for it’s distinctive
visuals, and like the rest of the game the graphics were a very
deliberate choice in the game's design. Stylised, cartoon appearances
help to emphasis the humour and fun that the game presents to the
player, instantly making gameplay aspects like rocket jumping seem
more feasible than if the graphics were set in a realistic
environment.
Typically,
games that have separate character classes make all player models
appear identical in shape, and rarely provides the sort of visual
information that allow team mates to easily identify which classes
the others are playing. Looking at Killing Floor once again, any
character model can be used regardless of the class chosen, and as a
result it can be difficult to identify which classes the other
players have chosen. One of the principle ideas behind Team Fortress
2 was to make it easy for players to easily identify their enemies
visually, even when the player may see nothing but an outline, and
with that philosophy in mind made each class bear a unique shape
distinct from the others. Furthermore, the characters are designed
with the most detail being allocated to the chest, to direct the
player's eye towards the weapon being carried at the time. Together,
even in silhouette, a lot of information is presented to the player
in a clear and concise fashion without being intrusive or distracting
the player with excessive information.
Demonstration on how each class is unique, even in silhouette |
Likewise,
the art style of Team Fortress 2 is used in the design of the levels
featured in the game, the colour palette being subdued and neutral
with the suggestion of detail rather than than featuring elaborate
textures. This in itself serves to look visually pleasing without
distracting, and also further emphasises each team's base... which
stand out with their team colours. Whilst maps are entirely
asymmetrical, each team bears distinctive flairs to distinguish one
side from the other, with the Red team appearing old and wooden and
the Blue team appearing sleek and cold, adding to the cartoon and
stylised appearance of the game by making the concept of two rival
groups being situated opposite each other feasible by following a
vintage spy theme, with secret bases hidden by innocent and bland
buildings in the middle of nowhere. In terms of the actual game, it
aids the player by making it clear where they are at any time and
reduces the odds of a player getting confused and lost – the
asymmetrical level design also serves to prevent one team from having
an unfair advantage over the other.
Team logos and bases from CTF_2Fort |
Although
I have barely managed to scratch the surface of what makes Team
Fortress 2 an ingeniously designed game, the aspects I have brushed
upon hopefully serves to highlight the very basics in how the game
conveys information visually to the player, and how the game uses
game mechanics to encourage team work as well as to encourage
individuals to continue playing and improve.
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