Whiterock
31 Aug 2010, 18:55
Occasionally after I've played (or during my playing) I like to throw a post on the forums regarding the game as a whole. I have a couple of developer friends who tell me that the staff do indeed read the feedback on the forums and use it to enhance their current or future games, so it's time well spent. It should be more valid here since threads are moderator approved.
To begin with, I'd like to say that all information contained here is going to be my opinion, and yes you may or may not agree with it. That said, I like to try and be as neutral as possible in my approach. There are two reasons for this. Firstly a neutral point of view can capture both good and bad aspects reasonably and secondly the thread is less likely to degenerate from an informative player-opinion base into a mess of trolls and suck.
Let's begin.
Single Player -
I made sure this was the first thing I went through to both familiarize myself with the game/controls and to see if it met up with previous worms games. I then proceeded to finish all 35 maps within 36 hours. I came away from this a little disappointed.
Basically, the single player campaign consists of stacked battles, assault courses and puzzles. It should be noted that these only get to be worthwhile on the last 5 unlocked maps because in the rest of the campaign seems to suffer with what most games do these days. It was too easy. Because it was easy it was fast. Because of that, there's no lifespan.
'But wait, Whiterock,' you say. 'Surely the staple of the worms games has always been the multiplayer!' I'd agree with you, that's where the true fun comes in, but it's no real excuse to not have something extra you can do when you only have a few minutes or none of your mates want to play.
Worms has always reminded me, in a sense, of a combat lemmings. Some of the missions in previous games have been exactly that. You're given a certain amount of X to get to Y. It can be frustrating, it can be painful but it takes skill to pull off. You complete the mission, brag for a bit mentally and then... you take those newly earned grenade skills into multiplayer.
One of the 'puzzle' missions asked you to lay a mine by your feet. It was literally: look left, place mine, win. Why on -earth- would I need to learn that. I want no arguments that it was an easy level to introduce you to the concept because I feel that other people like myself are able to figure out what to do. (Especially with the block of text before each mission explaining it, or understanding the concept of a 'puzzle'.)
Assault course missions were few and far between, and I think the most trouble I had was the second jetpack one because I mid-judged the water at the bottom once. Then I beat it next try. I get the concept of 'Here is how to use the jetpack, go through this maze' but I don't understand the need for 'now do it again! oh here's a few turrets to make it interesting'. By now I have a sneaking suspicion that this single campaign is nothing but level padding. A few great ideas smothered in so much blandness hoping to appeal.
And last but not least, the normal 'beat these worms!' missions. This is essentially the whole basis of the Warzone mode, and to be expected really. A single player where you -didn't- have to kill enemy worms would have been bizarre. It could have been spiced though. I shall explain in a moment.
My overall view is that single player is a bit pointless. It achieves what it sets out to do in regards to introducing you to the game, getting you used to the weapons and giving you a feel for the experience. On the other hand it does all this without excitement or creativity.
If I take into account the difficulty is intentionally low for newer players, younger players or casual gamers I can see where they're going. What they might have missed is that the experienced fanbase may feel a bit left out and mistreated. These are the guys you want a great backbone for, providing initial support and hooking other guys in.
While it's easy to say that this section of the game is bad, it's not necessarily. Just boring. Here are a few examples of what I mean in regards to spicing things up:
- Single player campaign too easy? Why not have a second playthrough giving you less weapons or tougher enemies. Assault courses could have tighter times and the puzzles could be altered so you have to take a different approach or use different items.
- To offset the mixed up feel, there could have been three separate columns, one for each game type that offers slowly increasing difficulty and variance. You could play whichever you felt like at the time with no forced feelings of having to play the next unlocked level only.
- Level ratings, partly based on time, accuracy, skill and so forth, giving a level a full ‘complete’ feeling when you know you played really well.
It might not seem like much, but a single idea or mix of the above would have added difficulty, replay value and life-span. Gone would be the lightly-mixed variety and in its place you’d have an image of something which says ‘This is what we have, this is what you can do, go for it.’ And in you jump. I also mention this here because the next section is something that really makes me sigh.
The Shop
So now there’s a shop in Worms. Great. You can take cash you’ve earned from single player campaigns and spend it on hats, levels weapons and bits and pieces. It’s almost close to one of those ‘I’m buying a game that has a shop where I can buy parts of the game’ loops.
It’s utterly pointless, worthless and a complete waste of time.
I realised why there is a shop quite quickly, and it did make me grimace, but a few things first.
You can only get cash from single player campaign missions and some tutorials. Therefore getting the money to buy absolutely everything is not going to be difficult or time consuming. The total of everything in the shop is the exact total of what you earn, so you will not miss out on any items. It’s not possible to miss or lose out on buying something.
Feel free to correct me if I’m wrong here, (as long as you do it with proof!) but I believe the shop to be a poor-hearted, lazy way of adding content. Items are put in a shop, items are given value, the total value is given from the campaign. That’s all it is. Easy to do, a nice concept, totally wasted and giving the whole game bad marks. Now for some whys.
Why is earning rewards not directly tied into the single player experience? Not only are you -rewarding- the player for a job well done, you’re also cutting out any unnecessary implementation. I’ll make it even simpler. You know on the last level where you use a drill, followed by armageddon? Why not have that unlock armageddon. You know how every 5-6 levels in one theme, it’d pop up with ‘This is the <insert> theme!’ Why not unlock the relevant theme for getting that far.
You know those new gravestones? Why not unlock those after every theme you beat?
Are you starting to see my point? Instead of directly being there and saying ‘Thanks for playing this level, here’s something you’ve unlocked’ it fobs you off with ‘Here’s some coins to spend in a shop for things that aren’t connected to me in any way.’ Which not only forces you to stop playing single player to go to the shop to spend it, (thus taking you away from gaming and not directly effecting it) it also highlights the lack of thought put into the construction and implementation of the idea as a whole.
What on Earth were they thinking?
Multiplayer
Okay, here goes. This is going to be a tricky subject but I’m sure it’ll be okay. Let’s start with the core aspects of worms multiplayer and divide those up so I can be accurate and hopefully not miss anything.
- Worms multiplayer is fun as hell.
- Various game modes.
- Different map types and layouts.
Okay. Worms multiplayer is fun. As far as I’m concerned it’s always going to be fun regardless. It’s why I pre-ordered the game. It just works. It’s an amazing concept. I can laugh at myself when a timed grenade hit’s a single pixel and ricochets back into my face just as I can laugh at the poor sod I hit by throwing a 5 second grenade over the entire map, sending him into a couple of mines and miles off the side of the screen.
Here’s the best part. When it works and is fun, I don’t feel the need to question anything because I’m having a great time! Can I fault worms for being fun? No! Can I fault things for preventing the fun? Oh yes. Here I go!
- Region locks
This is the internet. The internet is everyone from every walk of life, race, age and sex. Previously, in internet-less times we had these things called oceans and vast expanses of land to separate one another with only mail and telephone to join us.
We live in a world where I have over a hundred (easily, I’d probably push 200) known friends. And these are people I -know-. Of those, I’d say half play games. There are 60 people in my -9- steam group alone. (We all hang out and play games together). They are not all English.
Now sure, private matches can be set up with anyone, but that isn’t the point. If you’re not going with the flow and giving people other people to play with, how do you expect expansion in terms of players? If my friends are in a different time-zone and can’t play when I get home from work (because they are working) I look for lobbies and I’ve never seen more than 5 at any one time.
If this is because of net connection or distance issues, just have a flag of a person showing their country. There’s no stopping it in private games, why on Earth would you need to stop it normally.
- Difficult menus Who designed this? I’m jumping in straight away with ‘If I select my main team I want to play as when I start the game why the HELL aren’t they automatically selected for me on multiplayer? Sometimes I forget and end up playing as some weird team (whose rotation I don’t know) and it irks me severely.
A few people can step up here and say this is simply my fault for not paying attention. For that, you’re right. However what you’re also saying is that the game is designed to make things -harder- for me and you agree with that. Games like TF2 are pretty much ‘pick a character and go’ and it works. If the game made you select items for every single character before you even played them it would start to get on your nerves pretty fast.
If it’s not adding to the experience it’s taking it away, regardless of anything. If I have everything set up, it makes it much, much easier to play and so I’m going to spend more time playing than messing around with menus. It’s just common sense.
The menus are also really basic looking. Blues, borders and the giant worms font text. That’s all. Granted, you don’t need much in the way of a grand design here. What is there works alright, but perhaps it’s a little too big. Sure, the text scrolls my name but why can’t it just be a bit smaller. Or the layout format more concise and space conscious?
To Be Continued (Since I wrote more than 12000 characters!)
To begin with, I'd like to say that all information contained here is going to be my opinion, and yes you may or may not agree with it. That said, I like to try and be as neutral as possible in my approach. There are two reasons for this. Firstly a neutral point of view can capture both good and bad aspects reasonably and secondly the thread is less likely to degenerate from an informative player-opinion base into a mess of trolls and suck.
Let's begin.
Single Player -
I made sure this was the first thing I went through to both familiarize myself with the game/controls and to see if it met up with previous worms games. I then proceeded to finish all 35 maps within 36 hours. I came away from this a little disappointed.
Basically, the single player campaign consists of stacked battles, assault courses and puzzles. It should be noted that these only get to be worthwhile on the last 5 unlocked maps because in the rest of the campaign seems to suffer with what most games do these days. It was too easy. Because it was easy it was fast. Because of that, there's no lifespan.
'But wait, Whiterock,' you say. 'Surely the staple of the worms games has always been the multiplayer!' I'd agree with you, that's where the true fun comes in, but it's no real excuse to not have something extra you can do when you only have a few minutes or none of your mates want to play.
Worms has always reminded me, in a sense, of a combat lemmings. Some of the missions in previous games have been exactly that. You're given a certain amount of X to get to Y. It can be frustrating, it can be painful but it takes skill to pull off. You complete the mission, brag for a bit mentally and then... you take those newly earned grenade skills into multiplayer.
One of the 'puzzle' missions asked you to lay a mine by your feet. It was literally: look left, place mine, win. Why on -earth- would I need to learn that. I want no arguments that it was an easy level to introduce you to the concept because I feel that other people like myself are able to figure out what to do. (Especially with the block of text before each mission explaining it, or understanding the concept of a 'puzzle'.)
Assault course missions were few and far between, and I think the most trouble I had was the second jetpack one because I mid-judged the water at the bottom once. Then I beat it next try. I get the concept of 'Here is how to use the jetpack, go through this maze' but I don't understand the need for 'now do it again! oh here's a few turrets to make it interesting'. By now I have a sneaking suspicion that this single campaign is nothing but level padding. A few great ideas smothered in so much blandness hoping to appeal.
And last but not least, the normal 'beat these worms!' missions. This is essentially the whole basis of the Warzone mode, and to be expected really. A single player where you -didn't- have to kill enemy worms would have been bizarre. It could have been spiced though. I shall explain in a moment.
My overall view is that single player is a bit pointless. It achieves what it sets out to do in regards to introducing you to the game, getting you used to the weapons and giving you a feel for the experience. On the other hand it does all this without excitement or creativity.
If I take into account the difficulty is intentionally low for newer players, younger players or casual gamers I can see where they're going. What they might have missed is that the experienced fanbase may feel a bit left out and mistreated. These are the guys you want a great backbone for, providing initial support and hooking other guys in.
While it's easy to say that this section of the game is bad, it's not necessarily. Just boring. Here are a few examples of what I mean in regards to spicing things up:
- Single player campaign too easy? Why not have a second playthrough giving you less weapons or tougher enemies. Assault courses could have tighter times and the puzzles could be altered so you have to take a different approach or use different items.
- To offset the mixed up feel, there could have been three separate columns, one for each game type that offers slowly increasing difficulty and variance. You could play whichever you felt like at the time with no forced feelings of having to play the next unlocked level only.
- Level ratings, partly based on time, accuracy, skill and so forth, giving a level a full ‘complete’ feeling when you know you played really well.
It might not seem like much, but a single idea or mix of the above would have added difficulty, replay value and life-span. Gone would be the lightly-mixed variety and in its place you’d have an image of something which says ‘This is what we have, this is what you can do, go for it.’ And in you jump. I also mention this here because the next section is something that really makes me sigh.
The Shop
So now there’s a shop in Worms. Great. You can take cash you’ve earned from single player campaigns and spend it on hats, levels weapons and bits and pieces. It’s almost close to one of those ‘I’m buying a game that has a shop where I can buy parts of the game’ loops.
It’s utterly pointless, worthless and a complete waste of time.
I realised why there is a shop quite quickly, and it did make me grimace, but a few things first.
You can only get cash from single player campaign missions and some tutorials. Therefore getting the money to buy absolutely everything is not going to be difficult or time consuming. The total of everything in the shop is the exact total of what you earn, so you will not miss out on any items. It’s not possible to miss or lose out on buying something.
Feel free to correct me if I’m wrong here, (as long as you do it with proof!) but I believe the shop to be a poor-hearted, lazy way of adding content. Items are put in a shop, items are given value, the total value is given from the campaign. That’s all it is. Easy to do, a nice concept, totally wasted and giving the whole game bad marks. Now for some whys.
Why is earning rewards not directly tied into the single player experience? Not only are you -rewarding- the player for a job well done, you’re also cutting out any unnecessary implementation. I’ll make it even simpler. You know on the last level where you use a drill, followed by armageddon? Why not have that unlock armageddon. You know how every 5-6 levels in one theme, it’d pop up with ‘This is the <insert> theme!’ Why not unlock the relevant theme for getting that far.
You know those new gravestones? Why not unlock those after every theme you beat?
Are you starting to see my point? Instead of directly being there and saying ‘Thanks for playing this level, here’s something you’ve unlocked’ it fobs you off with ‘Here’s some coins to spend in a shop for things that aren’t connected to me in any way.’ Which not only forces you to stop playing single player to go to the shop to spend it, (thus taking you away from gaming and not directly effecting it) it also highlights the lack of thought put into the construction and implementation of the idea as a whole.
What on Earth were they thinking?
Multiplayer
Okay, here goes. This is going to be a tricky subject but I’m sure it’ll be okay. Let’s start with the core aspects of worms multiplayer and divide those up so I can be accurate and hopefully not miss anything.
- Worms multiplayer is fun as hell.
- Various game modes.
- Different map types and layouts.
Okay. Worms multiplayer is fun. As far as I’m concerned it’s always going to be fun regardless. It’s why I pre-ordered the game. It just works. It’s an amazing concept. I can laugh at myself when a timed grenade hit’s a single pixel and ricochets back into my face just as I can laugh at the poor sod I hit by throwing a 5 second grenade over the entire map, sending him into a couple of mines and miles off the side of the screen.
Here’s the best part. When it works and is fun, I don’t feel the need to question anything because I’m having a great time! Can I fault worms for being fun? No! Can I fault things for preventing the fun? Oh yes. Here I go!
- Region locks
This is the internet. The internet is everyone from every walk of life, race, age and sex. Previously, in internet-less times we had these things called oceans and vast expanses of land to separate one another with only mail and telephone to join us.
We live in a world where I have over a hundred (easily, I’d probably push 200) known friends. And these are people I -know-. Of those, I’d say half play games. There are 60 people in my -9- steam group alone. (We all hang out and play games together). They are not all English.
Now sure, private matches can be set up with anyone, but that isn’t the point. If you’re not going with the flow and giving people other people to play with, how do you expect expansion in terms of players? If my friends are in a different time-zone and can’t play when I get home from work (because they are working) I look for lobbies and I’ve never seen more than 5 at any one time.
If this is because of net connection or distance issues, just have a flag of a person showing their country. There’s no stopping it in private games, why on Earth would you need to stop it normally.
- Difficult menus Who designed this? I’m jumping in straight away with ‘If I select my main team I want to play as when I start the game why the HELL aren’t they automatically selected for me on multiplayer? Sometimes I forget and end up playing as some weird team (whose rotation I don’t know) and it irks me severely.
A few people can step up here and say this is simply my fault for not paying attention. For that, you’re right. However what you’re also saying is that the game is designed to make things -harder- for me and you agree with that. Games like TF2 are pretty much ‘pick a character and go’ and it works. If the game made you select items for every single character before you even played them it would start to get on your nerves pretty fast.
If it’s not adding to the experience it’s taking it away, regardless of anything. If I have everything set up, it makes it much, much easier to play and so I’m going to spend more time playing than messing around with menus. It’s just common sense.
The menus are also really basic looking. Blues, borders and the giant worms font text. That’s all. Granted, you don’t need much in the way of a grand design here. What is there works alright, but perhaps it’s a little too big. Sure, the text scrolls my name but why can’t it just be a bit smaller. Or the layout format more concise and space conscious?
To Be Continued (Since I wrote more than 12000 characters!)