Lets take a look at the Mechwarrior history then and what it is now are preserved by everyone who grew up in a similar environment of the single player, customization, and experience of single player mode to enforce the hunter feeling with the fandom of the series. Hunting might be a sort of broad statement in seeking-and-destroying for a mission objective either primary or secondary, chasing after something with the thrill of discovering or catching up with an opponent, or even just accomplishing a mission that has places to go to hunt for something or someone or some structure like a power converter or a mad cat piloted by an important figure to have a sense of accomplishment from the hunt.
Within the game and not be that popular of a term as people have many ways to distinguish their play styles and builds. With game competitions being all the rage and fighting games, first persons, and even strategy games making it with E-sports people cant help but to organize by roles these days. Some of the terms which started with alot of MMORPGS had different and some same terms in MOBAS and then in the way of MWO there are their own types of roles for pilots. People may refer to it as a sort of role along with the other terms: The Support (range, distract, weaken), The Hunter (chase, strike, escape), The Tank (push, protect, dive), The Scout (sense, communicate, harass), and several others. While all roles have the hunting involved in its experience there are some that specialize in it from the very design to the exact loadout that speaks volumes of what that unit is going to do on the map. The feeling of the Hunt can be all sorts of things and its one of the best things to have inside a game for mech simulations single player, faction play multiplayer, and customization hangars have made Mechwarrior a way to stick out from all those other robot games. These would include games that rely on dashing and shooting with fighting game like play, technical load outs and positioning over the hunt, or focusing button memorization for extreme combos from up close, which really are not anything like the gameplay of Battletechs Mechwarrior line of games. The hunt is really exciting in knowing where the enemy is and chasing after them till the last hit or alpha strike of internals in a circle of death. There is an intense feeling of struggle and satisfaction as the battle breaks out as if you have become apart of lore itself in the universe its in. Whether its the mechs, or the vehicles, or the equipment, or the players, there is something that keeps you wanting even more with the powerful feeling gained from the conflict that makes it layered and deep with people saying its a hard feeling to convey. Players preserve the feelings of this hunt in their hearts for seeking out adventure as they seek out to destroy an opponent and shown by the community in modern days is people waiting for something epic to happen at progression from beginning to an end. It could be people who are using less popular units or less popular groups going up against popular top tier units with top rated groups on the leader board and they take a match as the underdogs or just using load outs that don't make any sense at all being used in a completely different way with a under-appreciated mech. These can bring huge blast of energy into the server as if being in a state of laughter and shock into what had just happened in the match and it is really memorable and gets people building in ways they never thought they would. This does happen in other titles too, but the reason this is preserved and amazing is because it came from the early days of computers and people had to go to other peoples houses to check out how they would play mechs, how they would build mechs with what groupings, and a much more social attachment grew as well with the aspect of the hunt. The access of effective-loadouts and play styles is just so prevalent in the modern day time due to the greatness that is the internet, especially in the realm of video games. Players have gotten older and grew up with the computer, so uploading is sometimes second nature to their desktop usage, YouTube is much more popular with alot of people saying their part on what they think on the title, but thats a bit off topic from the hunt. The key idea is that people sometimes are not exposed to what it was like back in the day and look more at the person-versus-person instead of the feeling of the hunt from the past. As much as people might say its the past it is cemented in PC gaming history and many people know what a Atlas or a Madcat is, so its important to highlight the games ability to survive with its strong community that brings the community together and being crazily hyped for projects that show companies the hopes and dreams of Mech Warrior players. This feeling still exists today as are some additions to the interest of paying attention to its drama because its suggestion prone due to customize attitudes of the gamers involved and while it can be avoided it is an important tool to be used to make alot of decisions even better through critique and not pure criticism or talking down of a product to dwell of never ever or death of a series. I think the hunt has to be preserved and the adventure of mech simulation games that get people back in the seat and understand its worth it to get that feeling of adventure and experience once again the feeling of the hunt with one of the best genres in the game industry.
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As time goes on people have either accepted what has been brought to the people from companies that have taken their own money and tried to revive a considered long dead franchise of simulation vehicle games of driving around a tank or driving around a helicopter or even an airplane. We should be thankful in what has happened for Battletech with the Mechwarrior series, but it does definitely hurt in the ways things are going. You can't help but comparing it to the good old days, or from the point of getting older with a back in my day attitude, or the evolution of the older robot games in the differences through the observation of what was happening back then. Builds that worked then don't work now with people using medium laser boats and flamers to make mechs explode, but since than have had changes due to the developer and reworked in a number of ways, which make the player base need to rethink their time hardened strategies and relearn the game mechanics for their will to win.
The feul to win has made the players change, but the games themselves have connected people to certain play styles, factions, and ideals in what makes a really good mech simulator game. Those who use proven builds that are popular for their effectiveness or utilize flaws in the system are called cheaters,hackers, brainless, noobs, etc, but back in the day this was just figuring out the quirks that were inside the game in its final state. Its mostly because the match videos to the enormous extent, easy access to footage of specific mechs and builds with a mass amount of information, and when comparing it to the days in the past the amount of access is seen as completely spoiled by the easy knowledge gain. People can literally just use a search engine and find exactly what they would want to know or simply just message, discuss, and analyze to absorb all the information to create a sort of expectation of what a title should be for mech simulation. Games on steam are easy to purchase and try and those add to the long list of what is needed in a game to grow successful, but is it really fair to judge smaller studios with a still hiring sign to be that of the larger ones? There is a reason why large companies can make large projects with ease and remain dominant in many of its worked on titles and that comes down to the amount of resources they have access too. From the perspective of a gamer we want results, comparable fun, and choices that make a game feel personalized to the play style due to what genre, but the exposure of watching great games and large companies promise huge things is great its not fair to judge smaller companies to churn out the same sort of grade A games that its competition is doing when its in a niche genre of being a mech simulator. How is that different from the other games where you run around and shoot? its that hunt aspect of the game when you slowly approach, plan in a pack, and have a role till the instant action of meeting the prey up face to face in a all out shooting frenzy to the death. Comparing it to other shooting games that are in first person is instant action all the time with no build up, or in the case of third person where everything is moderate in its battle pacing and not as gradual and less weapon options or customization. Its the unique aspects that comes from the genre and the genre itself hasn't caught up with the rest of gaming as it isn't the top type of played game on the market when compared to other Esports A quality video game titles which are truly a spectacle. The changes are so drastically different from back in the day in so many ways. Mechwarriors flaws are in the forefront due to the quick speed of information gathering that is instant and it makes it better through discussion and critique from the community, but the expectation of what a game studio should do or can do can easily hurl out of control if people don't do their sourcing within the relevance of the discussion being to further develop the title instead of its loyalty fan base. It might be the easy way to just say if people can't afford it don't play it, or if people don't have time for it the game must have gotten stale, or the company isn't doing what I want so im out of it all, but it truly is hard to stare a title that is stuck in time warp that has so many things needed to compete and say as a community that it has to be discussed until its well defined, well defended to the point it gains acknowledgement, and well understood what position all the parties involved are at from the gamer, the developer, and the loyal fan base of the universe. The days of the hunt for information in the good old days through friends family and books are ending with the valuable satisfaction of knowing, but no type of game has gone untouched by this same development that is the Internet in its similar stories of easy access and expectation. Despite the fact that it may seem like a franchise destruction in Mech Warrior Onlines contracts ending years and this falls into the category of business practice to open a title like Mechwarrior 5 announcement in being talked about and marketed makes for a stail taste in previous titles and those who invested in the previous game and is the way games with DLC content and even more so in the extra-high costs and makes people that more pissed and I sympathize in the last few years of making niche titles really pricey. It makes people think that why they couldnt add the content in the game over time, but the counter argument is that the costs of the mechs are to sustain the company to make only those mechs with many technical grey lines in between that is really hard to talk about how long or how much its cost of development is in the end as changes will always occur and extend dates of when something was suppose to be completed. But that is the nature of development of modern day practice and its been along ever since the days there was a expansion for Mechwarrior II: Ghost Bear Legacy and then Mercenaries, which carried on to Mechwarrior 3 and then Pirates Moon, and Mech Commander to Gold and then Mech Commander 2, and later DLC was more established for the evolution of the gaming market itself. As the game goes forward it slowly creates content that sells which is proven and as more competition enters the market to test out other profitable methods, but with being the main focus of mech simulation draws companies to take a static stance unless an alliance is made. Luckily in the case for the future of mech simulation is great as 3d models and textures are at such a high quality from Piranha Games that it can be reused in other Battletech Universe titles like the Battletech Game by Hairbrained Schemes and hopefully future titles. The investment at this point is for paying to be apart of a community at its biggest, having the ability for early access and customization, and playstyle discoveries as they are happening, but looking on it from an older more economic stand point it literally makes more sense to wait till the game is not as played, goes down in price from it being a previous version and play it then, or to simply invest the least at its old title state and play when time allows. |
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December 2018
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